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more consistency regarding fuel
[divverent/nexuiz.git] / data / qcsrc / server / cl_client.qc
1 .float spectatee_status;
2 .float zoomstate;
3 .float bloodloss_timer;
4
5 .entity clientdata;
6 float ClientData_Send(entity to, float sf)
7 {
8         if(to != self.owner)
9         {
10                 error("wtf");
11                 return FALSE;
12         }
13
14         entity e;
15
16         e = to;
17         if(to.classname == "spectator")
18                 e = to.enemy;
19
20         sf = 0;
21
22         if(e.race_completed)
23                 sf |= 1; // forced scoreboard
24         if(to.spectatee_status)
25                 sf |= 2; // spectator ent number follows
26         if(e.zoomstate)
27                 sf |= 4; // zoomed
28         if(e.porto_v_angle_held)
29                 sf |= 8; // angles held
30         
31         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
32         WriteByte(MSG_ENTITY, sf);
33
34         if(sf & 2)
35                 WriteByte(MSG_ENTITY, to.spectatee_status);
36         
37         if(sf & 8)
38         {
39                 WriteAngle(MSG_ENTITY, e.v_angle_x);
40                 WriteAngle(MSG_ENTITY, e.v_angle_y);
41         }
42
43         return TRUE;
44 }
45
46 void ClientData_Attach()
47 {
48         Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
49         self.clientdata.drawonlytoclient = self;
50         self.clientdata.owner = self;
51 }
52
53 void ClientData_Detach()
54 {
55         remove(self.clientdata);
56         self.clientdata = world;
57 }
58
59 void ClientData_Touch(entity e)
60 {
61         e.clientdata.SendFlags = 1;
62
63         // make it spectatable
64         entity e2;
65         FOR_EACH_REALCLIENT(e2)
66         {
67                 if(e2 != e)
68                         if(e2.classname == "spectator")
69                                 if(e2.enemy == e)
70                                         e2.clientdata.SendFlags = 1;
71         }
72 }
73
74
75 #define SPAWNPOINT_SCORE frags
76
77 .string netname_previous;
78
79 void spawnfunc_info_player_survivor (void)
80 {
81         spawnfunc_info_player_deathmatch();
82 }
83
84 void spawnfunc_info_player_start (void)
85 {
86         spawnfunc_info_player_deathmatch();
87 }
88
89 void spawnfunc_info_player_deathmatch (void)
90 {
91         self.classname = "info_player_deathmatch";
92         relocate_spawnpoint();
93 }
94
95 void spawnpoint_use()
96 {
97         if(teams_matter)
98         if(have_team_spawns)
99         {
100                 self.team = activator.team;
101                 some_spawn_has_been_used = 1;
102         }
103 };
104
105 // Returns:
106 //   -1 if a spawn can't be used
107 //   otherwise, a weight of the spawnpoint
108 float Spawn_Score(entity spot, entity playerlist, float teamcheck)
109 {
110         float shortest, thisdist;
111         entity player;
112
113         // filter out spots for the wrong team
114         if(teamcheck)
115         if(spot.team != teamcheck)
116                 return -1;
117
118         if(race_spawns)
119                 if(spot.target == "")
120                         return -1;
121
122         // filter out spots for assault
123         if(spot.target != "") {
124                 local entity ent;
125                 float good, found;
126                 ent = find(world, targetname, spot.target);
127                 while(ent) {
128                         found = 1;
129                         if(ent.classname == "target_objective")
130                         {
131                                 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
132                                         return -1;
133                                 good = 1;
134                         }
135                         else if(ent.classname == "trigger_race_checkpoint")
136                         {
137                                 if(self.classname == "player") // spectators may spawn everywhere
138                                 {
139                                         if(g_race_qualifying)
140                                         {
141                                                 // spawn at first
142                                                 if(ent.race_checkpoint != 0)
143                                                         return -1;
144                                                 if(spot.race_place != race_lowest_place_spawn)
145                                                         return -1;
146                                         }
147                                         else
148                                         {
149                                                 if(ent.race_checkpoint != race_PreviousCheckpoint(self.race_checkpoint))
150                                                         return -1;
151                                                 float pl;
152                                                 pl = self.race_place;
153                                                 if(pl > race_highest_place_spawn)
154                                                         pl = 0;
155                                                 if(spot.race_place != pl)
156                                                         return -1;
157                                         }
158                                 }
159                                 good = 1;
160                         }
161                         else
162                         {
163                         }
164                         ent = find(ent, targetname, spot.target);
165                 }
166
167                 if(found && !good)
168                         return -1;
169         }
170
171         player = playerlist;
172         shortest = vlen(world.maxs - world.mins);
173         for(player = playerlist; player; player = player.chain)
174                 if (player != self)
175                 {
176                         thisdist = vlen(player.origin - spot.origin);
177                         if (thisdist < shortest)
178                                 shortest = thisdist;
179                 }
180         return shortest;
181 }
182
183 float spawn_allbad;
184 float spawn_allgood;
185 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
186 {
187         local entity spot, spotlist, spotlistend;
188         spawn_allgood = TRUE;
189         spawn_allbad = TRUE;
190
191         spotlist = world;
192         spotlistend = world;
193
194         for(spot = firstspot; spot; spot = spot.chain)
195         {
196                 spot.SPAWNPOINT_SCORE = Spawn_Score(spot, playerlist, teamcheck);
197
198                 if(cvar("spawn_debugview"))
199                 {
200                         setmodel(spot, "models/runematch/rune.mdl");
201                         if(spot.SPAWNPOINT_SCORE < mindist)
202                         {
203                                 spot.colormod = '1 0 0';
204                                 spot.scale = 1;
205                         }
206                         else
207                         {
208                                 spot.colormod = '0 1 0';
209                                 spot.scale = spot.SPAWNPOINT_SCORE / mindist;
210                         }
211                 }
212
213                 if(spot.SPAWNPOINT_SCORE >= 0) // spawning allowed here
214                 {
215                         if(spot.SPAWNPOINT_SCORE < mindist)
216                         {
217                                 // too short distance
218                                 spawn_allgood = FALSE;
219                         }
220                         else 
221                         {
222                                 // perfect
223                                 spawn_allbad = FALSE;
224
225                                 if(spotlistend)
226                                         spotlistend.chain = spot;
227                                 spotlistend = spot;
228                                 if(!spotlist)
229                                         spotlist = spot;
230
231                                 /*
232                                 if(teamcheck)
233                                 if(spot.team != teamcheck)
234                                         error("invalid spawn added");
235
236                                 print("added ", etos(spot), "\n");
237                                 */
238                         }
239                 }
240         }
241         if(spotlistend)
242                 spotlistend.chain = world;
243
244         /*
245                 entity e;
246                 if(teamcheck)
247                         for(e = spotlist; e; e = e.chain)
248                         {
249                                 print("seen ", etos(e), "\n");
250                                 if(e.team != teamcheck)
251                                         error("invalid spawn found");
252                         }
253         */
254
255         return spotlist;
256 }
257
258 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
259 {
260         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
261         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
262         local entity spot;
263
264         RandomSelection_Init();
265         for(spot = firstspot; spot; spot = spot.chain)
266                 RandomSelection_Add(spot, 0, pow(bound(lower, spot.SPAWNPOINT_SCORE, upper), exponent) * spot.cnt, spot.SPAWNPOINT_SCORE >= lower);
267
268         return RandomSelection_chosen_ent;
269 }
270
271 /*
272 =============
273 SelectSpawnPoint
274
275 Finds a point to respawn
276 =============
277 */
278 entity SelectSpawnPoint (float anypoint)
279 {
280         local float teamcheck;
281         local entity firstspot_new;
282         local entity spot, firstspot, playerlist;
283
284         spot = find (world, classname, "testplayerstart");
285         if (spot)
286                 return spot;
287
288         teamcheck = 0;
289
290         if(!anypoint && have_team_spawns)
291                 teamcheck = self.team;
292
293         // get the list of players
294         playerlist = findchain(classname, "player");
295         // get the entire list of spots
296         firstspot = findchain(classname, "info_player_deathmatch");
297         // filter out the bad ones
298         // (note this returns the original list if none survived)
299         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
300         if(!firstspot_new)
301                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck);
302         firstspot = firstspot_new;
303
304         // there is 50/50 chance of choosing a random spot or the furthest spot
305         // (this means that roughly every other spawn will be furthest, so you
306         // usually won't get fragged at spawn twice in a row)
307         if (arena_roundbased)
308         {
309                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck);
310                 if(firstspot_new)
311                         firstspot = firstspot_new;
312                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
313         }
314         else if (random() > cvar("g_spawn_furthest"))
315                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
316         else
317                 spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
318
319         if(cvar("spawn_debugview"))
320         {
321                 print("spot mindistance: ", ftos(spot.SPAWNPOINT_SCORE), "\n");
322
323                 entity e;
324                 if(teamcheck)
325                         for(e = firstspot; e; e = e.chain)
326                                 if(e.team != teamcheck)
327                                         error("invalid spawn found");
328         }
329
330         if (!spot)
331         {
332                 if(cvar("spawn_debug"))
333                         GotoNextMap();
334                 else
335                 {
336                         if(some_spawn_has_been_used)
337                                 return world; // team can't spawn any more, because of actions of other team
338                         else
339                                 error("Cannot find a spawn point - please fix the map!");
340                 }
341         }
342
343         return spot;
344 }
345
346 /*
347 =============
348 CheckPlayerModel
349
350 Checks if the argument string can be a valid playermodel.
351 Returns a valid one in doubt.
352 =============
353 */
354 string FallbackPlayerModel = "models/player/marine.zym";
355 string CheckPlayerModel(string plyermodel) {
356         if(strlen(plyermodel) < 4)
357                 return FallbackPlayerModel;
358         if( substring(plyermodel,0,14) != "models/player/")
359                 return FallbackPlayerModel;
360         else if(cvar("sv_servermodelsonly"))
361         {
362                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".zym")
363                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".dpm")
364                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".md3")
365                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".psk")
366                         return FallbackPlayerModel;
367                 if(plyermodel != strtolower(plyermodel))
368                         return FallbackPlayerModel;
369                 if(!fexists(plyermodel))
370                         return FallbackPlayerModel;
371         }
372         return plyermodel;
373 }
374
375 /*
376 =============
377 Client_customizeentityforclient
378
379 LOD reduction
380 =============
381 */
382 float Client_customizeentityforclient()
383 {
384 #ifdef ALLOW_VARIABLE_LOD
385         // self: me
386         // other: the player viewing me
387         float distance;
388         float f;
389
390         if(self.flags & FL_NOTARGET) // we don't need LOD for spectators
391                 return TRUE;
392
393         if(other.cvar_cl_playerdetailreduction <= 0)
394         {
395                 if(other.cvar_cl_playerdetailreduction <= -2)
396                         self.modelindex = self.modelindex_lod2;
397                 else if(other.cvar_cl_playerdetailreduction <= -1)
398                         self.modelindex = self.modelindex_lod1;
399                 else
400                         self.modelindex = self.modelindex_lod0;
401         }
402         else
403         {
404                 distance = vlen(self.origin - other.origin);
405                 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
406                 if(f > 10000)
407                         self.modelindex = self.modelindex_lod2;
408                 else if(f > 5000)
409                         self.modelindex = self.modelindex_lod1;
410                 else
411                         self.modelindex = self.modelindex_lod0;
412         }
413 #endif
414
415         return TRUE;
416 }
417
418 void UpdatePlayerSounds();
419 void setmodel_lod(entity e, string modelname)
420 {
421 #ifdef ALLOW_VARIABLE_LOD
422         string s;
423
424         // FIXME: this only supports 3-letter extensions
425         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1", substring(modelname, 0, strlen(modelname) - 4));
426         if(fexists(s))
427         {
428                 precache_model(s);
429                 setmodel(e, s); // players have high precision
430                 self.modelindex_lod1 = self.modelindex;
431         }
432         else
433                 self.modelindex_lod1 = -1;
434
435         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2", substring(modelname, 0, strlen(modelname) - 4));
436         if(fexists(s))
437         {
438                 precache_model(s);
439                 setmodel(e, s); // players have high precision
440                 self.modelindex_lod2 = self.modelindex;
441         }
442         else
443                 self.modelindex_lod2 = -1;
444
445         precache_model(modelname);
446         setmodel(e, modelname); // players have high precision
447         self.modelindex_lod0 = self.modelindex;
448
449         if(self.modelindex_lod1 < 0)
450                 self.modelindex_lod1 = self.modelindex;
451
452         if(self.modelindex_lod2 < 0)
453                 self.modelindex_lod2 = self.modelindex;
454 #else
455         precache_model(modelname);
456         setmodel(e, modelname); // players have high precision
457 #endif
458         player_setupanimsformodel();
459         UpdatePlayerSounds();
460 }
461
462 /*
463 =============
464 PutObserverInServer
465
466 putting a client as observer in the server
467 =============
468 */
469 void PutObserverInServer (void)
470 {
471         entity  spot;
472
473         race_PreSpawnObserver();
474
475         spot = SelectSpawnPoint (TRUE);
476         if(!spot)
477                 error("No spawnpoints for observers?!?\n");
478         RemoveGrapplingHook(self); // Wazat's Grappling Hook
479
480         if(clienttype(self) == CLIENTTYPE_REAL)
481         {
482                 msg_entity = self;
483                 WriteByte(MSG_ONE, SVC_SETVIEW);
484                 WriteEntity(MSG_ONE, self);
485         }
486
487         DropAllRunes(self);
488         kh_Key_DropAll(self, TRUE);
489
490         Portal_ClearAll(self);
491
492         if(self.flagcarried)
493                 DropFlag(self.flagcarried, world, world);
494
495         WaypointSprite_PlayerDead();
496         
497         if(self.killcount != -666)
498         {
499                 if(g_lms)
500                 {
501                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
502                                 bprint ("^4", self.netname, "^4 has no more lives left\n");
503                         else
504                                 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
505                 }
506                 else
507                         bprint ("^4", self.netname, "^4 is spectating now\n");
508         }
509
510         PlayerScore_Clear(self); // clear scores when needed
511
512         self.spectatortime = time;
513         
514         self.classname = "observer";
515         self.iscreature = FALSE;
516         self.health = -666;
517         self.takedamage = DAMAGE_NO;
518         self.solid = SOLID_NOT;
519         self.movetype = MOVETYPE_NOCLIP;
520         self.flags = FL_CLIENT | FL_NOTARGET;
521         self.armorvalue = 666;
522         self.effects = 0;
523         self.armorvalue = cvar("g_balance_armor_start");
524         self.pauserotarmor_finished = 0;
525         self.pauserothealth_finished = 0;
526         self.pauseregen_finished = 0;
527         self.damageforcescale = 0;
528         self.death_time = 0;
529         self.dead_frame = 0;
530         self.alpha = 0;
531         self.scale = 0;
532         self.fade_time = 0;
533         self.pain_frame = 0;
534         self.pain_finished = 0;
535         self.strength_finished = 0;
536         self.invincible_finished = 0;
537         self.pushltime = 0;
538         self.think = SUB_Null;
539         self.nextthink = 0;
540         self.hook_time = 0;
541         self.runes = 0;
542         self.deadflag = DEAD_NO;
543         self.angles = spot.angles;
544         self.angles_z = 0;
545         self.fixangle = TRUE;
546         self.crouch = FALSE;
547
548         self.view_ofs = PL_VIEW_OFS;
549         setorigin (self, spot.origin);
550         setsize (self, '0 0 0', '0 0 0');
551         self.oldorigin = self.origin;
552         self.items = 0;
553         self.weapons = 0;
554         self.model = "";
555         self.modelindex = 0;
556         self.weapon = 0;
557         self.weaponmodel = "";
558         self.weaponentity = world;
559         self.exteriorweaponentity = world;
560         self.killcount = -666;
561         self.velocity = '0 0 0';
562         self.avelocity = '0 0 0';
563         self.punchangle = '0 0 0';
564         self.punchvector = '0 0 0';
565         self.oldvelocity = self.velocity;
566         self.customizeentityforclient = Client_customizeentityforclient;
567
568         if(g_arena)
569         {
570                 if(self.version_mismatch)
571                 {
572                         Spawnqueue_Unmark(self);
573                         Spawnqueue_Remove(self);
574                 }
575                 else
576                 {
577                         Spawnqueue_Insert(self);
578                 }
579         }
580         else if(g_lms)
581         {
582                 // Only if the player cannot play at all
583                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
584                         self.frags = FRAGS_SPECTATOR;
585                 else
586                         self.frags = FRAGS_LMS_LOSER;
587         }
588         else
589                 self.frags = FRAGS_SPECTATOR;
590 }
591
592 float RestrictSkin(float s)
593 {
594         if(!teams_matter)
595                 return s;
596         if(s == 6)
597                 return 6;
598         return mod(s, 3);
599 }
600
601 void FixPlayermodel()
602 {
603         local string defaultmodel;
604         local float defaultskin;
605         local vector m1, m2;
606
607         defaultmodel = "";
608
609         if(cvar("sv_defaultcharacter") == 1) {
610                 defaultskin = 0;
611
612                 if(teams_matter)
613                 {
614                         defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", Team_ColorNameLowerCase(self.team)));
615                         defaultskin = cvar(strcat("sv_defaultplayerskin_", Team_ColorNameLowerCase(self.team)));
616                 }
617
618                 if(defaultmodel == "")
619                 {
620                         defaultmodel = cvar_string("sv_defaultplayermodel");
621                         defaultskin = cvar("sv_defaultplayerskin");
622                 }
623         }
624
625         if(self.modelindex == 0 && self.deadflag == DEAD_NO)
626         {
627                 if(self.model != "")
628                         bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n");
629                 self.model = ""; // force the != checks to return true
630         }
631
632         if(defaultmodel != "")
633         {
634                 if (defaultmodel != self.model)
635                 {
636                         m1 = self.mins;
637                         m2 = self.maxs;
638                         setmodel_lod (self, defaultmodel);
639                         setsize (self, m1, m2);
640                 }
641
642                 self.skin = defaultskin;
643         } else {
644                 if (self.playermodel != self.model)
645                 {
646                         self.playermodel = CheckPlayerModel(self.playermodel);
647                         m1 = self.mins;
648                         m2 = self.maxs;
649                         setmodel_lod (self, self.playermodel);
650                         setsize (self, m1, m2);
651                 }
652
653                 self.skin = RestrictSkin(stof(self.playerskin));
654         }
655
656         if(!teams_matter)
657                 if(strlen(cvar_string("sv_defaultplayercolors")))
658                         if(self.clientcolors != cvar("sv_defaultplayercolors"))
659                                 setcolor(self, cvar("sv_defaultplayercolors"));
660 }
661
662 void PlayerTouchExplode(entity p1, entity p2)
663 {
664         vector org;
665         org = (p1.origin + p2.origin) * 0.5;
666         org_z += (p1.mins_z + p2.mins_z) * 0.5;
667
668         te_explosion(org);
669
670         entity e;
671         e = spawn();
672         setorigin(e, org);
673         RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
674         remove(e);
675 }
676
677 /*
678 =============
679 PutClientInServer
680
681 Called when a client spawns in the server
682 =============
683 */
684 //void() ctf_playerchanged;
685 void PutClientInServer (void)
686 {
687         if(clienttype(self) == CLIENTTYPE_BOT)
688         {
689                 self.classname = "player";
690         }
691         else if(clienttype(self) == CLIENTTYPE_REAL)
692         {
693                 msg_entity = self;
694                 WriteByte(MSG_ONE, SVC_SETVIEW);
695                 WriteEntity(MSG_ONE, self);
696         }
697
698         // player is dead and becomes observer
699         // FIXME fix LMS scoring for new system
700         if(g_lms)
701         {
702                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
703                         self.classname = "observer";
704         }
705
706         if(g_arena)
707         if(!self.spawned)
708                 self.classname = "observer";
709
710         if(self.classname == "player") {
711                 entity spot, oldself;
712
713                 race_PreSpawn();
714
715                 spot = SelectSpawnPoint (FALSE);
716                 if(!spot)
717                 {
718                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
719                         return; // spawn failed
720                 }
721
722                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
723                 self.campingrifle_bulletcounter = 0;
724
725                 self.classname = "player";
726                 self.wasplayer = TRUE;
727                 self.iscreature = TRUE;
728                 self.movetype = MOVETYPE_WALK;
729                 self.solid = SOLID_SLIDEBOX;
730                 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
731                 self.frags = FRAGS_PLAYER;
732                 if(independent_players)
733                         MAKE_INDEPENDENT_PLAYER(self);
734                 self.flags = FL_CLIENT;
735                 self.takedamage = DAMAGE_AIM;
736                 if(g_minstagib)
737                         self.effects = EF_FULLBRIGHT;
738                 else
739                         self.effects = 0;
740                 self.air_finished = time + 12;
741                 self.dmg = 2;
742
743                 if(inWarmupStage)
744                 {
745                         self.ammo_shells = warmup_start_ammo_shells;
746                         self.ammo_nails = warmup_start_ammo_nails;
747                         self.ammo_rockets = warmup_start_ammo_rockets;
748                         self.ammo_cells = warmup_start_ammo_cells;
749                         self.ammo_fuel = warmup_start_ammo_fuel;
750                         self.health = warmup_start_health;
751                         self.armorvalue = warmup_start_armorvalue;
752                         self.weapons = warmup_start_weapons;
753                 }
754                 else
755                 {
756                         self.ammo_shells = start_ammo_shells;
757                         self.ammo_nails = start_ammo_nails;
758                         self.ammo_rockets = start_ammo_rockets;
759                         self.ammo_cells = start_ammo_cells;
760                         self.ammo_fuel = start_ammo_fuel;
761                         self.health = start_health;
762                         self.armorvalue = start_armorvalue;
763                         self.weapons = start_weapons;
764                 }
765                 self.items = start_items;
766                 self.switchweapon = w_getbestweapon(self);
767                 self.cnt = self.switchweapon;
768                 self.weapon = 0;
769                 self.jump_interval = time;
770
771                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
772                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
773                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
774                 self.pauserotfuel_finished = time + cvar("g_balance_pause_fuel_rot_spawn");
775                 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
776                 //extend the pause of rotting if client was reset at the beginning of the countdown
777                 if(!cvar("sv_ready_restart_after_countdown") && time < game_starttime) { // TODO why is this cvar NOTted?
778                         self.spawnshieldtime += game_starttime - time;
779                         self.pauserotarmor_finished += game_starttime - time;
780                         self.pauserothealth_finished += game_starttime - time;
781                         self.pauseregen_finished += game_starttime - time;
782                 }
783                 self.damageforcescale = 2;
784                 self.death_time = 0;
785                 self.dead_frame = 0;
786                 self.alpha = 0;
787                 self.scale = 0;
788                 self.fade_time = 0;
789                 self.pain_frame = 0;
790                 self.pain_finished = 0;
791                 self.strength_finished = 0;
792                 self.invincible_finished = 0;
793                 self.pushltime = 0;
794                 //self.speed_finished = 0;
795                 //self.slowmo_finished = 0;
796                 // players have no think function
797                 self.think = SUB_Null;
798                 self.nextthink = 0;
799                 self.hook_time = 0;
800                 self.dmg_team = 0;
801
802                 self.runes = 0;
803
804                 self.deadflag = DEAD_NO;
805
806                 self.angles = spot.angles;
807
808                 self.angles_z = 0; // never spawn tilted even if the spot says to
809                 self.fixangle = TRUE; // turn this way immediately
810                 self.velocity = '0 0 0';
811                 self.avelocity = '0 0 0';
812                 self.punchangle = '0 0 0';
813                 self.punchvector = '0 0 0';
814                 self.oldvelocity = self.velocity;
815
816                 msg_entity = self;
817                 WRITESPECTATABLE_MSG_ONE({
818                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
819                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);
820                 });
821
822                 self.customizeentityforclient = Client_customizeentityforclient;
823
824                 self.model = "";
825                 FixPlayermodel();
826
827                 self.crouch = FALSE;
828                 self.view_ofs = PL_VIEW_OFS;
829                 setsize (self, PL_MIN, PL_MAX);
830                 self.spawnorigin = spot.origin;
831                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
832                 // don't reset back to last position, even if new position is stuck in solid
833                 self.oldorigin = self.origin;
834
835                 if(g_arena)
836                 {
837                         Spawnqueue_Remove(self);
838                         Spawnqueue_Mark(self);
839                 }
840
841                 self.event_damage = PlayerDamage;
842
843                 self.bot_attack = TRUE;
844
845                 self.statdraintime = time + 5;
846                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
847
848                 if(self.killcount == -666) {
849                         PlayerScore_Clear(self);
850                         self.killcount = 0;
851                 }
852
853                 self.cnt = WEP_LASER;
854                 self.nixnex_lastchange_id = -1;
855
856                 CL_SpawnWeaponentity();
857                 self.alpha = default_player_alpha;
858                 self.colormod = '1 1 1' * cvar("g_player_brightness");
859                 self.exteriorweaponentity.alpha = default_weapon_alpha;
860
861                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
862                 self.lms_traveled_distance = 0;
863                 self.speedrunning = FALSE;
864
865                 race_PostSpawn(spot);
866
867                 if(cvar("spawn_debug"))
868                 {
869                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
870                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
871                 }
872
873                 //stuffcmd(self, "chase_active 0");
874                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
875
876                 if (cvar("g_spawnsound"))
877                         sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
878
879                 if(g_assault) {
880                         if(self.team == assault_attacker_team)
881                                 centerprint(self, "You are attacking!");
882                         else
883                                 centerprint(self, "You are defending!");
884                 }
885
886                 target_voicescript_clear(self);
887
888                 oldself = self;
889                 self = spot;
890                         activator = oldself;
891                                 SUB_UseTargets();
892                         activator = world;
893                 self = oldself;
894
895         } else if(self.classname == "observer") {
896                 PutObserverInServer ();
897         }
898
899         //if(g_ctf)
900         //      ctf_playerchanged();
901 }
902
903 float ClientInit_SendEntity(entity to, float sf)
904 {
905         float i;
906         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
907         WriteShort(MSG_ENTITY, CSQC_REVISION);
908         for(i = 1; i <= 24; ++i)
909                 WriteByte(MSG_ENTITY, (get_weaponinfo(i)).impulse + 1);
910         WriteCoord(MSG_ENTITY, hook_shotorigin_x);
911         WriteCoord(MSG_ENTITY, hook_shotorigin_y);
912         WriteCoord(MSG_ENTITY, hook_shotorigin_z);
913
914         if(sv_foginterval && world.fog != "")
915                 WriteString(MSG_ENTITY, world.fog);
916         else
917                 WriteString(MSG_ENTITY, "");
918
919         return TRUE;
920 }
921
922 void ClientInit_Spawn()
923 {
924         Net_LinkEntity(spawn(), FALSE, 0, ClientInit_SendEntity);
925 }
926
927 /*
928 =============
929 SetNewParms
930 =============
931 */
932 void SetNewParms (void)
933 {
934         // initialize parms for a new player
935         parm1 = -(86400 * 366);
936 }
937
938 /*
939 =============
940 SetChangeParms
941 =============
942 */
943 void SetChangeParms (void)
944 {
945         // save parms for level change
946         parm1 = self.parm_idlesince - time;
947 }
948
949 /*
950 =============
951 DecodeLevelParms
952 =============
953 */
954 void DecodeLevelParms (void)
955 {
956         // load parms
957         self.parm_idlesince = parm1;
958         if(self.parm_idlesince == -(86400 * 366))
959                 self.parm_idlesince = time;
960
961         // whatever happens, allow 60 seconds of idling directly after connect for map loading
962         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
963 }
964
965 /*
966 =============
967 ClientKill
968
969 Called when a client types 'kill' in the console
970 =============
971 */
972
973 void ClientKill_Now_TeamChange()
974 {
975         if(self.killindicator_teamchange == -1)
976         {
977                 self.team = -1;
978                 JoinBestTeam( self, FALSE, FALSE );
979         }
980         else
981         {
982                 SV_ChangeTeam(self.killindicator_teamchange - 1);
983         }
984 }
985
986 void ClientKill_Now()
987 {
988         if(self.killindicator_teamchange)
989                 ClientKill_Now_TeamChange();
990
991         // in any case:
992         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
993
994         if(self.killindicator)
995         {
996                 dprint("Cleaned up after a leaked kill indicator.\n");
997                 remove(self.killindicator);
998                 self.killindicator = world;
999         }
1000 }
1001 void KillIndicator_Think()
1002 {
1003         if (!self.owner.modelindex)
1004         {
1005                 self.owner.killindicator = world;
1006                 remove(self);
1007                 return;
1008         }
1009
1010         if(self.cnt <= 0)
1011         {
1012                 self = self.owner;
1013                 ClientKill_Now(); // no oldself needed
1014                 return;
1015         }
1016         else
1017         {
1018                 if(self.cnt <= 10)
1019                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1020                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1021                 {
1022                         if(self.cnt <= 10)
1023                                 announce(self.owner, strcat("announcer/robotic/", ftos(self.cnt), ".wav"));
1024                         if(self.owner.killindicator_teamchange)
1025                         {
1026                                 if(self.owner.killindicator_teamchange == -1)
1027                                         centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
1028                                 else
1029                                         centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
1030                         }
1031                         else
1032                                 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
1033                 }
1034                 self.nextthink = time + 1;
1035                 self.cnt -= 1;
1036         }
1037 }
1038
1039 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto
1040 {
1041         float killtime;
1042         entity e;
1043         killtime = cvar("g_balance_kill_delay");
1044
1045         self.killindicator_teamchange = targetteam;
1046
1047         if(!self.killindicator)
1048         {
1049                 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
1050                 {
1051                         ClientKill_Now();
1052                 }
1053                 else
1054                 {
1055                         self.killindicator = spawn();
1056                         self.killindicator.owner = self;
1057                         self.killindicator.scale = 0.5;
1058                         setattachment(self.killindicator, self, "");
1059                         setorigin(self.killindicator, '0 0 52');
1060                         self.killindicator.think = KillIndicator_Think;
1061                         self.killindicator.nextthink = time + (self.lip) * 0.05;
1062                         self.killindicator.cnt = ceil(killtime);
1063                         self.killindicator.count = bound(0, ceil(killtime), 10);
1064                         sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1065
1066                         for(e = world; (e = find(e, classname, "body")) != world; )
1067                         {
1068                                 if(e.enemy != self)
1069                                         continue;
1070                                 e.killindicator = spawn();
1071                                 e.killindicator.owner = e;
1072                                 e.killindicator.scale = 0.5;
1073                                 setattachment(e.killindicator, e, "");
1074                                 setorigin(e.killindicator, '0 0 52');
1075                                 e.killindicator.think = KillIndicator_Think;
1076                                 e.killindicator.nextthink = time + (e.lip) * 0.05;
1077                                 e.killindicator.cnt = ceil(killtime);
1078                         }
1079                         self.lip = 0;
1080                 }
1081         }
1082         if(self.killindicator)
1083         {
1084                 if(targetteam)
1085                         self.killindicator.colormod = TeamColor(targetteam);
1086                 else
1087                         self.killindicator.colormod = '0 0 0';
1088         }
1089 }
1090
1091 void ClientKill (void)
1092 {
1093         ClientKill_TeamChange(0);
1094 }
1095
1096 void DoTeamChange(float destteam)
1097 {
1098         float t, c0;
1099         if(!teams_matter)
1100         {
1101                 if(destteam >= 0)
1102                         SetPlayerColors(self, destteam);
1103                 return;
1104         }
1105         if(self.classname == "player")
1106         if(destteam == -1)
1107         {
1108                 CheckAllowedTeams(self);
1109                 t = FindSmallestTeam(self, TRUE);
1110                 switch(self.team)
1111                 {
1112                         case COLOR_TEAM1: c0 = c1; break;
1113                         case COLOR_TEAM2: c0 = c2; break;
1114                         case COLOR_TEAM3: c0 = c3; break;
1115                         case COLOR_TEAM4: c0 = c4; break;
1116                         default:          c0 = 999;
1117                 }
1118                 switch(t)
1119                 {
1120                         case 1:
1121                                 if(c0 > c1)
1122                                         destteam = COLOR_TEAM1;
1123                                 break;
1124                         case 2:
1125                                 if(c0 > c2)
1126                                         destteam = COLOR_TEAM2;
1127                                 break;
1128                         case 3:
1129                                 if(c0 > c3)
1130                                         destteam = COLOR_TEAM3;
1131                                 break;
1132                         case 4:
1133                                 if(c0 > c4)
1134                                         destteam = COLOR_TEAM4;
1135                                 break;
1136                 }
1137                 if(destteam == -1)
1138                         return;
1139         }
1140         if(destteam == self.team && !self.killindicator)
1141                 return;
1142         ClientKill_TeamChange(destteam);
1143 }
1144
1145 void FixClientCvars(entity e)
1146 {
1147         // send prediction settings to the client
1148         stuffcmd(e, "\nin_bindmap 0 0\n");
1149         /*
1150          * we no longer need to stuff this. Remove this comment block if you feel 
1151          * 2.3 and higher (or was it 2.2.3?) don't need these any more
1152         stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
1153         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
1154         stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
1155         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
1156         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
1157         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
1158         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
1159         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
1160         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
1161         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
1162         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
1163         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
1164         stuffcmd(e, "cl_movement_edgefriction 1\n");
1165          */
1166 }
1167
1168 /*
1169 =============
1170 ClientConnect
1171
1172 Called when a client connects to the server
1173 =============
1174 */
1175 //void ctf_clientconnect();
1176 string ColoredTeamName(float t);
1177 void DecodeLevelParms (void);
1178 //void dom_player_join_team(entity pl);
1179 void ClientConnect (void)
1180 {
1181         local string s;
1182         float t;
1183
1184         if(self.flags & FL_CLIENT)
1185         {
1186                 print("Warning: ClientConnect, but already connected!\n");
1187                 return;
1188         }
1189
1190         if(Ban_MaybeEnforceBan(self))
1191                 return;
1192
1193         DecodeLevelParms();
1194
1195         self.classname = "player_joining";
1196
1197         self.flags = FL_CLIENT;
1198         self.version_nagtime = time + 10 + random() * 10;
1199
1200         if(player_count<0)
1201         {
1202                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1203                 player_count = 0;
1204         }
1205
1206         PlayerScore_Attach(self);
1207         ClientData_Attach();
1208
1209         bot_clientconnect();
1210
1211         race_PreSpawnObserver();
1212
1213         //if(g_domination)
1214         //      dom_player_join_team(self);
1215
1216         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1217
1218         if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {
1219                 self.classname = "observer";
1220         } else {
1221                 if(teams_matter)
1222                 {
1223                         if(cvar("g_balance_teams") || cvar("g_balance_teams_force"))
1224                         {
1225                                 self.classname = "player";
1226                                 campaign_bots_may_start = 1;
1227                         }
1228                         else
1229                         {
1230                                 self.classname = "observer"; // do it anyway
1231                         }
1232                 }
1233                 else
1234                 {
1235                         self.classname = "player";
1236                         campaign_bots_may_start = 1;
1237                 }
1238         }
1239
1240         self.playerid = (playerid_last = playerid_last + 1);
1241         if(cvar("sv_eventlog"))
1242         {
1243                 if(clienttype(self) == CLIENTTYPE_REAL)
1244                         GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", self.netaddress, ":", self.netname));
1245                 else
1246                         GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":bot:", self.netname));
1247                 s = strcat(":team:", ftos(self.playerid), ":");
1248                 s = strcat(s, ftos(self.team));
1249                 GameLogEcho(s);
1250         }
1251         self.netname_previous = strzone(self.netname);
1252
1253         //stuffcmd(self, "set tmpviewsize $viewsize \n");
1254
1255         bprint ("^4",self.netname);
1256         bprint ("^4 connected");
1257
1258         if(g_domination || g_ctf)
1259         {
1260                 bprint(" and joined the ");
1261                 bprint(ColoredTeamName(self.team));
1262         }
1263
1264         bprint("\n");
1265
1266         self.welcomemessage_time = 0;
1267
1268         stuffcmd(self, strcat(clientstuff, "\n"));
1269         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1270         stuffcmd(self, "cl_particles_reloadeffects\n");
1271
1272         FixClientCvars(self);
1273
1274         // spawnfunc_waypoint sprites
1275         WaypointSprite_InitClient(self);
1276
1277         // Wazat's grappling hook
1278         SetGrappleHookBindings();
1279
1280         // get autoswitch state from player when he toggles it
1281         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1282
1283         // get version info from player
1284         stuffcmd(self, "cmd clientversion $gameversion\n");
1285
1286         // get other cvars from player
1287         GetCvars(0);
1288
1289         // set cvar for team scoreboard
1290         stuffcmd(self, strcat("set teamplay ", ftos(teamplay), "\n"));
1291
1292         // notify about available teams
1293         if(teams_matter)
1294         {
1295                 CheckAllowedTeams(self);
1296                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1297                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1298         }
1299         else
1300                 stuffcmd(self, "set _teams_available 0\n");
1301
1302         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1303
1304         if(g_arena)
1305         {
1306                 self.classname = "observer";
1307                 Spawnqueue_Insert(self);
1308         }
1309         /*else if(g_ctf)
1310         {
1311                 ctf_clientconnect();
1312         }*/
1313
1314         if(teams_matter)
1315                 attach_entcs();
1316
1317         bot_relinkplayerlist();
1318
1319         self.spectatortime = time;
1320         if(blockSpectators)
1321         {
1322                 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"));
1323         }
1324
1325         self.jointime = time;
1326         self.allowedTimeouts = cvar("sv_timeout_number");
1327
1328         if(clienttype(self) == CLIENTTYPE_REAL)
1329         {
1330                 sprint(self, strcat("nexuiz-csqc protocol ", ftos(CSQC_REVISION), "\n"));
1331
1332                 if(cvar("g_bugrigs"))
1333                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1334         }
1335
1336         if(g_lms)
1337         {
1338                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1339                 {
1340                         PlayerScore_Add(self, SP_LMS_RANK, 666);
1341                         self.frags = FRAGS_SPECTATOR;
1342                 }
1343         }
1344
1345         if(!sv_foginterval && world.fog != "")
1346                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1347
1348         SoundEntity_Attach(self);
1349 }
1350
1351 /*
1352 =============
1353 ClientDisconnect
1354
1355 Called when a client disconnects from the server
1356 =============
1357 */
1358 .entity chatbubbleentity;
1359 .entity teambubbleentity;
1360 void ReadyCount();
1361 void ClientDisconnect (void)
1362 {
1363         if not(self.flags & FL_CLIENT)
1364         {
1365                 print("Warning: ClientDisconnect without ClientConnect\n");
1366                 return;
1367         }
1368
1369         bot_clientdisconnect();
1370
1371         if(teams_matter)
1372                 detach_entcs();
1373         
1374         if(cvar("sv_eventlog"))
1375                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1376         bprint ("^4",self.netname);
1377         bprint ("^4 disconnected\n");
1378         
1379         SoundEntity_Detach(self);
1380
1381         DropAllRunes(self);
1382         kh_Key_DropAll(self, TRUE);
1383
1384         Portal_ClearAll(self);
1385
1386         if(self.flagcarried)
1387                 DropFlag(self.flagcarried, world, world);
1388
1389         // Here, everything has been done that requires this player to be a client.
1390
1391         self.flags &~= FL_CLIENT;
1392
1393         if (self.chatbubbleentity)
1394                 remove (self.chatbubbleentity);
1395
1396         if (self.teambubbleentity)
1397                 remove (self.teambubbleentity);
1398
1399         if (self.killindicator)
1400                 remove (self.killindicator);
1401
1402         WaypointSprite_PlayerGone();
1403
1404         bot_relinkplayerlist();
1405
1406         // remove laserdot
1407         if(self.weaponentity)
1408                 if(self.weaponentity.lasertarget)
1409                         remove(self.weaponentity.lasertarget);
1410
1411         if(g_arena)
1412         {
1413                 Spawnqueue_Unmark(self);
1414                 Spawnqueue_Remove(self);
1415         }
1416
1417         ClientData_Detach();
1418         PlayerScore_Detach(self);
1419
1420         if(self.netname_previous)
1421                 strunzone(self.netname_previous);
1422
1423         ClearPlayerSounds();
1424
1425         self.playerid = 0;
1426         ReadyCount();
1427
1428         // free cvars
1429         GetCvars(-1);
1430 }
1431
1432 .float BUTTON_CHAT;
1433 void ChatBubbleThink()
1434 {
1435         self.nextthink = time;
1436         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1437         {
1438                 if(self.owner) // but why can that ever be world?
1439                         self.owner.chatbubbleentity = world;
1440                 remove(self);
1441                 return;
1442         }
1443         if (self.owner.BUTTON_CHAT && !self.owner.deadflag)
1444                 self.model = self.mdl;
1445         else
1446                 self.model = "";
1447 };
1448
1449 void UpdateChatBubble()
1450 {
1451         if (!self.modelindex)
1452                 return;
1453         // spawn a chatbubble entity if needed
1454         if (!self.chatbubbleentity)
1455         {
1456                 self.chatbubbleentity = spawn();
1457                 self.chatbubbleentity.owner = self;
1458                 self.chatbubbleentity.exteriormodeltoclient = self;
1459                 self.chatbubbleentity.think = ChatBubbleThink;
1460                 self.chatbubbleentity.nextthink = time;
1461                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1462                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1463                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1464                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1465                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1466                 self.chatbubbleentity.model = "";
1467                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1468         }
1469 }
1470
1471
1472 void TeamBubbleThink()
1473 {
1474         self.nextthink = time;
1475         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1476         {
1477                 if(self.owner) // but why can that ever be world?
1478                         self.owner.teambubbleentity = world;
1479                 remove(self);
1480                 return;
1481         }
1482 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
1483         if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator)
1484                 self.model = "";
1485         else
1486                 self.model = self.mdl;
1487
1488 };
1489
1490 float TeamBubble_customizeentityforclient()
1491 {
1492         return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1493 }
1494
1495 void UpdateTeamBubble()
1496 {
1497         if (!self.modelindex || !teams_matter)
1498                 return;
1499         // spawn a teambubble entity if needed
1500         if (!self.teambubbleentity && teams_matter)
1501         {
1502                 self.teambubbleentity = spawn();
1503                 self.teambubbleentity.owner = self;
1504                 self.teambubbleentity.exteriormodeltoclient = self;
1505                 self.teambubbleentity.think = TeamBubbleThink;
1506                 self.teambubbleentity.nextthink = time;
1507                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1508 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1509                 setorigin(self.teambubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1510                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1511                 self.teambubbleentity.mdl = self.teambubbleentity.model;
1512                 self.teambubbleentity.model = self.teambubbleentity.mdl;
1513                 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1514                 self.teambubbleentity.effects = EF_LOWPRECISION;
1515         }
1516 }
1517
1518 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1519 // added to the model skins
1520 /*void UpdateColorModHack()
1521 {
1522         local float c;
1523         c = self.clientcolors & 15;
1524         // LordHavoc: only bothering to support white, green, red, yellow, blue
1525              if (!teams_matter) self.colormod = '0 0 0';
1526         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1527         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1528         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1529         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1530         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1531         else self.colormod = '1 1 1';
1532 };*/
1533
1534 void respawn(void)
1535 {
1536         CopyBody(1);
1537         self.effects |= EF_NODRAW; // prevent another CopyBody
1538         PutClientInServer();
1539 }
1540
1541 /**
1542  * When sv_timeout is used this function returs strings like
1543  * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
1544  * Called by centerprint functions
1545  * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
1546  */
1547 string getTimeoutText(float addOneSecond) {
1548         if (!cvar("sv_timeout") || !timeoutStatus)
1549                 return "";
1550
1551         local string retStr;
1552         if (timeoutStatus == 1) {
1553                 if (addOneSecond == 1) {
1554                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
1555                 }
1556                 else {
1557                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
1558                 }
1559                 return retStr;
1560         }
1561         else if (timeoutStatus == 2) {
1562                 if (addOneSecond) {
1563                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
1564                         //don't show messages like "Timeout ends in 0 seconds"...
1565                         if ((remainingTimeoutTime + 1) > 0)
1566                                 return retStr;
1567                         else
1568                                 return "";
1569                 }
1570                 else {
1571                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
1572                         //don't show messages like "Timeout ends in 0 seconds"...
1573                         if (remainingTimeoutTime > 0)
1574                                 return retStr;
1575                         else
1576                                 return "";
1577                 }
1578         }
1579         else return "";
1580 }
1581
1582 void player_powerups (void)
1583 {
1584         if((self.items & IT_USING_JETPACK) && !self.deadflag)
1585         {
1586                 SoundEntity_StartSound(self, CHAN_PLAYER, "misc/jetpack_fly.wav", VOL_BASE, ATTN_IDLE);
1587                 self.modelflags |= MF_ROCKET;
1588         }
1589         else
1590         {
1591                 SoundEntity_StopSound(self, CHAN_PLAYER);
1592                 self.modelflags &~= MF_ROCKET;
1593         }
1594
1595         self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1596
1597         if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed
1598                 return;
1599
1600         if (g_minstagib)
1601         {
1602                 if (self.items & IT_STRENGTH)
1603                 {
1604                         if (time > self.strength_finished)
1605                         {
1606                                 self.alpha = default_player_alpha;
1607                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1608                                 self.items &~= IT_STRENGTH;
1609                                 sprint(self, "^3Invisibility has worn off\n");
1610                         }
1611                 }
1612                 else
1613                 {
1614                         if (time < self.strength_finished)
1615                         {
1616                                 self.alpha = g_minstagib_invis_alpha;
1617                                 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1618                                 self.items |= IT_STRENGTH;
1619                                 sprint(self, "^3You are invisible\n");
1620                         }
1621                 }
1622
1623                 if (self.items & IT_INVINCIBLE)
1624                 {
1625                         if (time > self.invincible_finished)
1626                         {
1627                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1628                                 sprint(self, "^3Speed has worn off\n");
1629                         }
1630                 }
1631                 else
1632                 {
1633                         if (time < self.invincible_finished)
1634                         {
1635                                 self.items = self.items | IT_INVINCIBLE;
1636                                 sprint(self, "^3You are on speed\n");
1637                         }
1638                 }
1639                 return;
1640         }
1641
1642         if (self.items & IT_STRENGTH)
1643         {
1644                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1645                 if (time > self.strength_finished)
1646                 {
1647                         self.items = self.items - (self.items & IT_STRENGTH);
1648                         sprint(self, "^3Strength has worn off\n");
1649                 }
1650         }
1651         else
1652         {
1653                 if (time < self.strength_finished)
1654                 {
1655                         self.items = self.items | IT_STRENGTH;
1656                         sprint(self, "^3Strength infuses your weapons with devastating power\n");
1657                 }
1658         }
1659         if (self.items & IT_INVINCIBLE)
1660         {
1661                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1662                 if (time > self.invincible_finished)
1663                 {
1664                         self.items = self.items - (self.items & IT_INVINCIBLE);
1665                         sprint(self, "^3Shield has worn off\n");
1666                 }
1667         }
1668         else
1669         {
1670                 if (time < self.invincible_finished)
1671                 {
1672                         self.items = self.items | IT_INVINCIBLE;
1673                         sprint(self, "^3Shield surrounds you\n");
1674                 }
1675         }
1676
1677         if (cvar("g_fullbrightplayers"))
1678                 self.effects = self.effects | EF_FULLBRIGHT;
1679
1680         // midair gamemode: damage only while in the air
1681         // if in midair mode, being on ground grants temporary invulnerability
1682         // (this is so that multishot weapon don't clear the ground flag on the
1683         // first damage in the frame, leaving the player vulnerable to the
1684         // remaining hits in the same frame)
1685         if (self.flags & FL_ONGROUND)
1686         if (g_midair)
1687                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1688
1689         if (time >= game_starttime)
1690         if (time < self.spawnshieldtime)
1691                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1692 }
1693
1694 float CalcRegen(float current, float stable, float regenfactor)
1695 {
1696         if(current > stable)
1697                 return current;
1698         else if(current > stable - 0.25) // when close enough, "snap"
1699                 return stable;
1700         else
1701                 return min(stable, current + (stable - current) * regenfactor * frametime);
1702 }
1703
1704 void player_regen (void)
1705 {
1706         float maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
1707         maxh = cvar("g_balance_health_stable");
1708         maxa = cvar("g_balance_armor_stable");
1709         maxf = cvar("g_balance_fuel_stable");
1710         limith = cvar("g_balance_health_limit");
1711         limita = cvar("g_balance_armor_limit");
1712         limitf = cvar("g_balance_fuel_limit");
1713
1714         if (g_minstagib || (g_lms && !cvar("g_lms_regenerate")))
1715                 return;
1716
1717         max_mod = regen_mod = rot_mod = limit_mod = 1;
1718
1719         if (self.runes & RUNE_REGEN)
1720         {
1721                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1722                 {
1723                         regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1724                         max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1725                         limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1726                 }
1727                 else
1728                 {
1729                         regen_mod = cvar("g_balance_rune_regen_regenrate");
1730                         max_mod = cvar("g_balance_rune_regen_hpmod");
1731                         limit_mod = cvar("g_balance_rune_regen_limitmod");
1732                 }
1733         }
1734         else if (self.runes & CURSE_VENOM)
1735         {
1736                 max_mod = cvar("g_balance_curse_venom_hpmod");
1737                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1738                         rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1739                 else
1740                         rot_mod = cvar("g_balance_curse_venom_rotrate");
1741                 limit_mod = cvar("g_balance_curse_venom_limitmod");
1742                 //if (!self.runes & RUNE_REGEN)
1743                 //      rot_mod = cvar("g_balance_curse_venom_rotrate");
1744         }
1745         maxh = maxh * max_mod;
1746         //maxa = maxa * max_mod;
1747         //maxf = maxf * max_mod;
1748         limith = limith * limit_mod;
1749         limita = limita * limit_mod;
1750         //limitf = limitf * limit_mod;
1751
1752         if (self.armorvalue > maxa)
1753         {
1754                 if (time > self.pauserotarmor_finished)
1755                 {
1756                         self.armorvalue = max(maxa, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime);
1757                         self.armorvalue = max(maxa, self.armorvalue - cvar("g_balance_armor_rotlinear") * frametime);
1758                 }
1759         }
1760         else if (self.armorvalue < maxa)
1761         {
1762                 if (time > self.pauseregen_finished)
1763                 {
1764                         self.armorvalue = CalcRegen(self.armorvalue, maxa, cvar("g_balance_armor_regen"));
1765                         self.armorvalue = min(maxa, self.armorvalue + cvar("g_balance_armor_regenlinear") * frametime);
1766                 }
1767         }
1768         if (self.health > maxh)
1769         {
1770                 if (time > self.pauserothealth_finished)
1771                 {
1772                         self.health = max(maxh, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime);
1773                         self.health = max(maxh, self.health - rot_mod*cvar("g_balance_health_rotlinear") * frametime);
1774                 }
1775         }
1776         else if (self.health < maxh)
1777         {
1778                 if (time > self.pauseregen_finished)
1779                 {
1780                         self.health = CalcRegen(self.health, maxh, regen_mod * cvar("g_balance_health_regen"));
1781                         self.health = min(maxh, self.health + regen_mod*cvar("g_balance_health_regenlinear") * frametime);
1782                 }
1783         }
1784         if (self.ammo_fuel > maxf)
1785         {
1786                 if (time > self.pauserotfuel_finished)
1787                 {
1788                         self.ammo_fuel = max(maxf, self.ammo_fuel + (maxf - self.ammo_fuel) * rot_mod*cvar("g_balance_fuel_rot") * frametime);
1789                         self.ammo_fuel = max(maxf, self.ammo_fuel - rot_mod*cvar("g_balance_fuel_rotlinear") * frametime);
1790                 }
1791         }
1792         else if (self.ammo_fuel < maxf)
1793         {
1794                 if(self.items & IT_FUEL_REGEN)
1795                 {
1796                         if (time > self.pauseregen_finished)
1797                         {
1798                                 self.ammo_fuel = CalcRegen(self.ammo_fuel, maxf, regen_mod * cvar("g_balance_fuel_regen"));
1799                                 self.ammo_fuel = min(maxf, self.ammo_fuel + regen_mod*cvar("g_balance_fuel_regenlinear") * frametime);
1800                         }
1801                 }
1802         }
1803
1804         if (self.health > limith)
1805                 self.health = limith;
1806         if (self.armorvalue > limita)
1807                 self.armorvalue = limita;
1808         if (self.ammo_fuel > limitf)
1809                 self.ammo_fuel = limitf;
1810
1811         // if player rotted to death...  die!
1812         if(self.health < 1)
1813                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1814 }
1815
1816 float zoomstate_set;
1817 void SetZoomState(float z)
1818 {
1819         if(z != self.zoomstate)
1820                 ClientData_Touch(self);
1821         zoomstate_set = 1;
1822 }
1823
1824 void GetPressedKeys(void) {
1825         if (self.movement_x > 0) // get if movement keys are pressed
1826         {       // forward key pressed
1827                 self.pressedkeys |= KEY_FORWARD;
1828                 self.pressedkeys &~= KEY_BACKWARD;
1829         }
1830         else if (self.movement_x < 0)
1831         {       // backward key pressed
1832                 self.pressedkeys |= KEY_BACKWARD;
1833                 self.pressedkeys &~= KEY_FORWARD;
1834         }
1835         else
1836         {       // no x input
1837                 self.pressedkeys &~= KEY_FORWARD;
1838                 self.pressedkeys &~= KEY_BACKWARD;
1839         }
1840         
1841         if (self.movement_y > 0)
1842         {       // right key pressed
1843                 self.pressedkeys |= KEY_RIGHT;
1844                 self.pressedkeys &~= KEY_LEFT;
1845         }
1846         else if (self.movement_y < 0)
1847         {       // left key pressed
1848                 self.pressedkeys |= KEY_LEFT;
1849                 self.pressedkeys &~= KEY_RIGHT;
1850         }
1851         else
1852         {       // no y input
1853                 self.pressedkeys &~= KEY_RIGHT;
1854                 self.pressedkeys &~= KEY_LEFT;
1855         }
1856         
1857         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
1858                 self.pressedkeys |= KEY_JUMP;
1859         else
1860                 self.pressedkeys &~= KEY_JUMP;
1861         if (self.BUTTON_CROUCH)
1862                 self.pressedkeys |= KEY_CROUCH;
1863         else
1864                 self.pressedkeys &~= KEY_CROUCH;
1865 }
1866
1867 /*
1868 ======================
1869 spectate mode routines
1870 ======================
1871 */
1872 void SpectateCopy(entity spectatee) {
1873         self.armortype = spectatee.armortype;
1874         self.armorvalue = spectatee.armorvalue;
1875         self.ammo_cells = spectatee.ammo_cells;
1876         self.ammo_shells = spectatee.ammo_shells;
1877         self.ammo_nails = spectatee.ammo_nails;
1878         self.ammo_rockets = spectatee.ammo_rockets;
1879         self.ammo_fuel = spectatee.ammo_fuel;
1880         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1881         self.health = spectatee.health;
1882         self.impulse = 0;
1883         self.items = spectatee.items;
1884         self.strength_finished = spectatee.strength_finished;
1885         self.invincible_finished = spectatee.invincible_finished;
1886         self.pressedkeys = spectatee.pressedkeys;
1887         self.weapons = spectatee.weapons;
1888         self.switchweapon = spectatee.switchweapon;
1889         self.weapon = spectatee.weapon;
1890         self.punchangle = spectatee.punchangle;
1891         self.view_ofs = spectatee.view_ofs;
1892         self.v_angle = spectatee.v_angle;
1893         self.velocity = spectatee.velocity;
1894         self.dmg_take = spectatee.dmg_take;
1895         self.dmg_save = spectatee.dmg_save;
1896         self.dmg_inflictor = spectatee.dmg_inflictor;
1897         self.angles = spectatee.v_angle;
1898         self.fixangle = TRUE;
1899         setorigin(self, spectatee.origin);
1900         setsize(self, spectatee.mins, spectatee.maxs);
1901         SetZoomState(spectatee.zoomstate);
1902 }
1903
1904 float SpectateUpdate() {
1905         if(!self.enemy)
1906                 return 0;
1907
1908         if (self == self.enemy)
1909                 return 0;
1910         
1911         if(self.enemy.flags & FL_NOTARGET)
1912                 return 0;
1913
1914         SpectateCopy(self.enemy);
1915
1916         return 1;
1917 }
1918
1919 float SpectateNext() {
1920         other = find(self.enemy, classname, "player");
1921         if (!other) {
1922                 other = find(other, classname, "player");
1923         }
1924         if (other) {
1925                 self.enemy = other;
1926         }
1927         if(self.enemy.classname == "player") {
1928                 msg_entity = self;
1929                 WriteByte(MSG_ONE, SVC_SETVIEW);
1930                 WriteEntity(MSG_ONE, self.enemy);
1931                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1932                 if(!SpectateUpdate())
1933                         PutObserverInServer();
1934                 return 1;
1935         } else {
1936                 return 0;
1937         }
1938 }
1939
1940 /*
1941 =============
1942 ShowRespawnCountdown()
1943
1944 Update a respawn countdown display.
1945 =============
1946 */
1947 void ShowRespawnCountdown()
1948 {
1949         float number;
1950         if(self.deadflag == DEAD_NO) // just respawned?
1951                 return;
1952         else
1953         {
1954                 number = ceil(self.death_time - time);
1955                 if(number <= 0)
1956                         return;
1957                 if(number <= self.respawn_countdown)
1958                 {
1959                         self.respawn_countdown = number - 1;
1960                         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
1961                                 announce(self, strcat("announcer/robotic/", ftos(number), ".wav"));
1962                 }
1963         }
1964 }
1965
1966 void LeaveSpectatorMode()
1967 {
1968         if(isJoinAllowed()) {
1969                 if(!teams_matter || cvar("g_campaign") || cvar("g_balance_teams") || (self.wasplayer && cvar("g_changeteam_banned"))) {
1970                         self.classname = "player";
1971                         if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))
1972                                 JoinBestTeam(self, FALSE, TRUE);
1973                         if(cvar("g_campaign"))
1974                                 campaign_bots_may_start = 1;
1975                         PutClientInServer();
1976                         if(!(self.flags & FL_NOTARGET))
1977                                 bprint ("^4", self.netname, "^4 is playing now\n");
1978                         centerprint(self,"");
1979                         return;
1980                 } else {
1981                         stuffcmd(self,"menu_showteamselect\n");
1982                         return;
1983                 }
1984         }
1985         else {
1986                 //player may not join because of g_maxplayers is set
1987                 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
1988         }
1989 }
1990
1991 /**
1992  * Determines whether the player is allowed to join. This depends on cvar
1993  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
1994  * it checks whether the number of currently playing players exceeds g_maxplayers.
1995  * @return bool TRUE if the player is allowed to join, false otherwise
1996  */
1997 float isJoinAllowed() {
1998         if (!cvar("g_maxplayers"))
1999                 return TRUE;
2000
2001         local entity e;
2002         local float currentlyPlaying;
2003         FOR_EACH_REALPLAYER(e) {
2004                 if(e.classname == "player")
2005                         currentlyPlaying += 1;
2006         }
2007         if(currentlyPlaying < cvar("g_maxplayers"))
2008                 return TRUE;
2009
2010         return FALSE;
2011 }
2012
2013 /**
2014  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2015  * g_maxplayers_spectator_blocktime seconds
2016  */
2017 void checkSpectatorBlock() {
2018         if(self.classname == "spectator" || self.classname == "observer") {
2019                 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {
2020                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2021                         dropclient(self);
2022                 }
2023         }
2024 }
2025
2026 float vercmp_recursive(string v1, string v2)
2027 {
2028         float dot1, dot2;
2029         string s1, s2;
2030         float r;
2031
2032         dot1 = strstrofs(v1, ".", 0);
2033         dot2 = strstrofs(v2, ".", 0);
2034         if(dot1 == -1)
2035                 s1 = v1;
2036         else
2037                 s1 = substring(v1, 0, dot1);
2038         if(dot2 == -1)
2039                 s2 = v2;
2040         else
2041                 s2 = substring(v2, 0, dot2);
2042
2043         r = stof(s1) - stof(s2);
2044         if(r != 0)
2045                 return r;
2046
2047         r = strcasecmp(s1, s2);
2048         if(r != 0)
2049                 return r;
2050
2051         if(dot1 == -1)
2052                 if(dot2 == -1)
2053                         return 0;
2054                 else
2055                         return -1;
2056         else
2057                 if(dot2 == -1)
2058                         return 1;
2059                 else
2060                         return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));
2061 }
2062
2063 float vercmp(string v1, string v2)
2064 {
2065         if(strcasecmp(v1, v2) == 0) // early out check
2066                 return 0;
2067         return vercmp_recursive(v1, v2);
2068 }
2069
2070 void ObserverThink()
2071 {
2072         if (self.flags & FL_JUMPRELEASED) {
2073                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2074                         self.welcomemessage_time = 0;
2075                         self.flags &~= FL_JUMPRELEASED;
2076                         self.flags |= FL_SPAWNING;
2077                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2078                         self.welcomemessage_time = 0;
2079                         self.flags &~= FL_JUMPRELEASED;
2080                         if(SpectateNext() == 1) {
2081                                 self.classname = "spectator";
2082                         }
2083                 }
2084         } else {
2085                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2086                         self.flags |= FL_JUMPRELEASED;
2087                         if(self.flags & FL_SPAWNING)
2088                         {
2089                                 self.flags &~= FL_SPAWNING;
2090                                 LeaveSpectatorMode();
2091                                 return;
2092                         }
2093                 }
2094         }
2095         PrintWelcomeMessage(self);
2096 }
2097
2098 void SpectatorThink()
2099 {
2100         if (self.flags & FL_JUMPRELEASED) {
2101                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2102                         self.welcomemessage_time = 0;
2103                         self.flags &~= FL_JUMPRELEASED;
2104                         self.flags |= FL_SPAWNING;
2105                 } else if(self.BUTTON_ATCK) {
2106                         self.welcomemessage_time = 0;
2107                         self.flags &~= FL_JUMPRELEASED;
2108                         if(SpectateNext() == 1) {
2109                                 self.classname = "spectator";
2110                         } else {
2111                                 self.classname = "observer";
2112                                 PutClientInServer();
2113                         }
2114                 } else if (self.BUTTON_ATCK2) {
2115                         self.welcomemessage_time = 0;
2116                         self.flags &~= FL_JUMPRELEASED;
2117                         self.classname = "observer";
2118                         PutClientInServer();
2119                 } else {
2120                         if(!SpectateUpdate())
2121                                 PutObserverInServer();
2122                 }
2123         } else {
2124                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2125                         self.flags |= FL_JUMPRELEASED;
2126                         if(self.flags & FL_SPAWNING)
2127                         {
2128                                 self.flags &~= FL_SPAWNING;
2129                                 LeaveSpectatorMode();
2130                                 return;
2131                         }
2132                 }
2133         }
2134         PrintWelcomeMessage(self);
2135         self.flags |= FL_CLIENT | FL_NOTARGET;
2136 }
2137
2138 .float touchexplode_time;
2139
2140 /*
2141 =============
2142 PlayerPreThink
2143
2144 Called every frame for each client before the physics are run
2145 =============
2146 */
2147 void() ctf_setstatus;
2148 void PlayerPreThink (void)
2149 {
2150         self.stat_sys_ticrate = cvar("sys_ticrate");
2151         self.stat_game_starttime = game_starttime;
2152         self.stat_allow_oldnexbeam = cvar("g_allow_oldnexbeam");
2153
2154         if(blockSpectators && frametime)
2155                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2156                 checkSpectatorBlock();
2157         
2158         zoomstate_set = 0;
2159
2160         if(self.netname_previous != self.netname)
2161         {
2162                 if(cvar("sv_eventlog"))
2163                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2164                 if(self.netname_previous)
2165                         strunzone(self.netname_previous);
2166                 self.netname_previous = strzone(self.netname);
2167         }
2168
2169         // version nagging
2170         if(self.version_nagtime)
2171                 if(self.cvar_g_nexuizversion)
2172                         if(time > self.version_nagtime)
2173                         {
2174                                 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
2175                                 {
2176                                         if(strstr(cvar_string("g_nexuizversion"), "svn", 0) >= 0)
2177                                         {
2178                                                 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");
2179                                                 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"));
2180                                         }
2181                                         else
2182                                         {
2183                                                 float r;
2184                                                 r = vercmp(self.cvar_g_nexuizversion, cvar_string("g_nexuizversion"));
2185                                                 if(r < 0)
2186                                                 {
2187                                                         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");
2188                                                         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"));
2189                                                 }
2190                                                 else if(r > 0)
2191                                                 {
2192                                                         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");
2193                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n"));
2194                                                 }
2195                                         }
2196                                 }
2197                                 self.version_nagtime = 0;
2198                         }
2199
2200         // GOD MODE info
2201         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2202         {
2203                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2204                 self.max_armorvalue = 0;
2205         }
2206
2207         if(frametime)
2208                 antilag_record(self);
2209
2210         if(self.classname == "player") {
2211 //              if(self.netname == "Wazat")
2212 //                      bprint(self.classname, "\n");
2213
2214                 CheckRules_Player();
2215
2216                 PrintWelcomeMessage(self);
2217
2218                 if (intermission_running)
2219                 {
2220                         IntermissionThink ();   // otherwise a button could be missed between
2221                         return;                                 // the think tics
2222                 }
2223
2224                 if(self.teleport_time)
2225                 if(time > self.teleport_time)
2226                 {
2227                         self.teleport_time = 0;
2228                         self.effects = self.effects - (self.effects & EF_NODRAW);
2229                 }
2230
2231                 Nixnex_GiveCurrentWeapon();
2232
2233                 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
2234                         UpdateSelectedPlayer();
2235
2236                 //don't allow the player to turn around while game is paused!
2237                 if(timeoutStatus == 2) {
2238                         self.v_angle = self.lastV_angle;
2239                         self.angles = self.lastV_angle;
2240                         self.fixangle = TRUE;
2241                 }
2242
2243                 player_powerups();
2244
2245                 if (self.deadflag != DEAD_NO)
2246                 {
2247                         float button_pressed, force_respawn;
2248                         if(frametime)
2249                                 player_anim();
2250                         button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2251                         force_respawn = (g_lms || cvar("g_forced_respawn"));
2252                         if (self.deadflag == DEAD_DYING)
2253                         {
2254                                 if(force_respawn)
2255                                         self.deadflag = DEAD_RESPAWNING;
2256                                 else if(!button_pressed)
2257                                         self.deadflag = DEAD_DEAD;
2258                         }
2259                         else if (self.deadflag == DEAD_DEAD)
2260                         {
2261                                 if(button_pressed)
2262                                         self.deadflag = DEAD_RESPAWNABLE;
2263                         }
2264                         else if (self.deadflag == DEAD_RESPAWNABLE)
2265                         {
2266                                 if(!button_pressed)
2267                                         self.deadflag = DEAD_RESPAWNING;
2268                         }
2269                         else if (self.deadflag == DEAD_RESPAWNING)
2270                         {
2271                                 if(time > self.death_time)
2272                                 {
2273                                         self.death_time = time + 1; // only retry once a second
2274                                         respawn();
2275                                 }
2276                         }
2277                         ShowRespawnCountdown();
2278                         return;
2279                 }
2280
2281                 if(g_touchexplode)
2282                 if(time > self.touchexplode_time)
2283                 if(self.classname == "player")
2284                 if(self.deadflag == DEAD_NO)
2285                 if not(IS_INDEPENDENT_PLAYER(self))
2286                 FOR_EACH_PLAYER(other) if(self != other)
2287                 {
2288                         if(time > other.touchexplode_time)
2289                         if(other.classname == "player")
2290                         if(other.deadflag == DEAD_NO)
2291                         if not(IS_INDEPENDENT_PLAYER(other))
2292                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2293                         {
2294                                 PlayerTouchExplode(self, other);
2295                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2296                         }
2297                 }
2298
2299                 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
2300                 {
2301                         vector dist;
2302
2303                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2304                         dist = self.oldorigin - self.origin;
2305                         dist_z = 0;
2306                         self.lms_traveled_distance += fabs(vlen(dist));
2307
2308                         if((cvar("g_campaign") && !campaign_bots_may_start) || (time < game_starttime))
2309                         {
2310                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
2311                                 self.lms_traveled_distance = 0;
2312                         }
2313
2314                         if(time > self.lms_nextcheck)
2315                         {
2316                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2317                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
2318                                 {
2319                                         centerprint(self, cvar_string("g_lms_campcheck_message"));
2320                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2321                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2322                                         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');
2323                                 }
2324                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
2325                                 self.lms_traveled_distance = 0;
2326                         }
2327                 }
2328
2329                 self.oldorigin = self.origin;
2330
2331                 if ((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss)
2332                 {
2333                         if (!self.crouch)
2334                         {
2335                                 self.crouch = TRUE;
2336                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2337                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2338                                 setanim(self, self.anim_duck, FALSE, TRUE, TRUE);
2339                         }
2340                 }
2341                 else
2342                 {
2343                         if (self.crouch)
2344                         {
2345                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2346                                 if (!trace_startsolid)
2347                                 {
2348                                         self.crouch = FALSE;
2349                                         self.view_ofs = PL_VIEW_OFS;
2350                                         setsize (self, PL_MIN, PL_MAX);
2351                                 }
2352                         }
2353                 }
2354                 
2355                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2356                 {
2357                         if(self.bloodloss_timer < time)
2358                         {
2359                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2360                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2361                         }
2362                 }
2363
2364                 FixPlayermodel();
2365
2366                 GrapplingHookFrame();
2367
2368                 if(frametime)
2369                 {
2370                         W_WeaponFrame();
2371                         if(self.items & IT_JETPACK)
2372                                 self.items |= IT_FUEL;
2373                 }
2374
2375                 player_regen();
2376                 if(frametime)
2377                         player_anim();
2378
2379                 if (g_minstagib)
2380                         minstagib_ammocheck();
2381
2382                 ctf_setstatus();
2383                 kh_setstatus();
2384
2385                 self.dmg_team = max(0, self.dmg_team - cvar("g_teamdamage_resetspeed") * frametime);
2386
2387                 //self.angles_y=self.v_angle_y + 90;   // temp
2388
2389                 //if (TetrisPreFrame()) return;
2390         } else if(gameover) {
2391                 if (intermission_running)
2392                         IntermissionThink ();   // otherwise a button could be missed between
2393                 return;
2394         } else if(self.classname == "observer") {
2395                 ObserverThink();
2396         } else if(self.classname == "spectator") {
2397                 SpectatorThink();
2398         }
2399
2400         if(!zoomstate_set)
2401                 SetZoomState(self.BUTTON_ZOOM || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX));
2402
2403         float oldspectatee_status;
2404         oldspectatee_status = self.spectatee_status;
2405         if(self.classname == "spectator")
2406                 self.spectatee_status = num_for_edict(self.enemy);
2407         else if(self.classname == "observer")
2408                 self.spectatee_status = num_for_edict(self);
2409         else
2410                 self.spectatee_status = 0;
2411         if(self.spectatee_status != oldspectatee_status)
2412         {
2413                 ClientData_Touch(self);
2414                 if(g_race)
2415                         race_InitSpectator();
2416         }
2417
2418         if(self.teamkill_soundtime)
2419         if(time > self.teamkill_soundtime)
2420         {
2421                 self.teamkill_soundtime = 0;
2422
2423                 entity oldpusher, oldself;
2424
2425                 oldself = self; self = self.teamkill_soundsource;
2426                 oldpusher = self.pusher; self.pusher = oldself;
2427
2428                 PlayerSound(playersound_teamshoot, CHAN_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2429
2430                 self.pusher = oldpusher;
2431                 self = oldself;
2432         }
2433
2434         if(self.taunt_soundtime)
2435         if(time > self.taunt_soundtime)
2436         {
2437                 self.taunt_soundtime = 0;
2438                 PlayerSound(playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT);
2439         }
2440
2441         target_voicescript_next(self);
2442 }
2443
2444 // on dragger:
2445 .entity dragentity;
2446 .float draggravity;
2447 .float dragspeed; // speed of mouse wheel action
2448 .float dragdistance; // distance of dragentity's draglocalvector from view_ofs
2449 .vector draglocalvector; // local attachment vector of the dragentity
2450 .float draglocalangle;
2451 // on draggee:
2452 .entity draggedby;
2453 .float dragmovetype;
2454 void Drag_Begin(entity dragger, entity draggee, vector touchpoint)
2455 {
2456         float tagscale;
2457
2458         draggee.dragmovetype = draggee.movetype;
2459         draggee.draggravity = draggee.gravity;
2460         draggee.movetype = MOVETYPE_WALK;
2461         draggee.gravity = 0.00001;
2462         draggee.flags &~= FL_ONGROUND;
2463         draggee.draggedby = dragger;
2464
2465         dragger.dragentity = draggee;
2466
2467         dragger.dragdistance = vlen(touchpoint - dragger.origin - dragger.view_ofs);
2468         dragger.draglocalangle = draggee.angles_y - dragger.v_angle_y;
2469         touchpoint = touchpoint - gettaginfo(draggee, 0);
2470         tagscale = pow(vlen(v_forward), -2);
2471         dragger.draglocalvector_x = touchpoint * v_forward * tagscale;
2472         dragger.draglocalvector_y = touchpoint * v_right * tagscale;
2473         dragger.draglocalvector_z = touchpoint * v_up * tagscale;
2474
2475         dragger.dragspeed = 64;
2476 }
2477
2478 void Drag_Finish(entity dragger)
2479 {
2480         entity draggee;
2481         draggee = dragger.dragentity;
2482         if(dragger)
2483                 dragger.dragentity = world;
2484         draggee.draggedby = world;
2485         draggee.movetype = draggee.dragmovetype;
2486         draggee.gravity = draggee.draggravity;
2487
2488         switch(draggee.movetype)
2489         {
2490                 case MOVETYPE_TOSS:
2491                 case MOVETYPE_WALK:
2492                 case MOVETYPE_STEP:
2493                 case MOVETYPE_FLYMISSILE:
2494                 case MOVETYPE_BOUNCE:
2495                 case MOVETYPE_BOUNCEMISSILE:
2496                         break;
2497                 default:
2498                         draggee.velocity = '0 0 0';
2499                         break;
2500         }
2501
2502         if((draggee.flags & FL_ITEM) && (vlen(draggee.velocity) < 32))
2503         {
2504                 draggee.velocity = '0 0 0';
2505                 draggee.flags |= FL_ONGROUND; // floating items are FUN
2506         }
2507 }
2508
2509 float Drag_IsDraggable(entity draggee)
2510 {
2511         // TODO add more checks for bad stuff here
2512         if(draggee.classname == "func_bobbing")
2513                 return FALSE;
2514         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)
2515                 return FALSE;
2516         if(draggee.classname == "plat")
2517                 return FALSE;
2518         if(draggee.classname == "func_button")
2519                 return FALSE;
2520         if(draggee.model == "")
2521                 return FALSE;
2522         if(draggee.classname == "spectator")
2523                 return FALSE;
2524         if(draggee.classname == "observer")
2525                 return FALSE;
2526         if(draggee.classname == "exteriorweaponentity")
2527                 return FALSE;
2528
2529         return TRUE;
2530 }
2531
2532 float Drag_MayChangeAngles(entity draggee)
2533 {
2534         // TODO add more checks for bad stuff here
2535         if(substring(draggee.model, 0, 1) == "*")
2536                 return FALSE;
2537         return TRUE;
2538 }
2539
2540 void Drag_MoveForward(entity dragger)
2541 {
2542         dragger.dragdistance += dragger.dragspeed;
2543 }
2544
2545 void Drag_SetSpeed(entity dragger, float s)
2546 {
2547         dragger.dragspeed = pow(2, s);
2548 }
2549
2550 void Drag_MoveBackward(entity dragger)
2551 {
2552         dragger.dragdistance = max(0, dragger.dragdistance - dragger.dragspeed);
2553 }
2554
2555 void Drag_Update(entity dragger)
2556 {
2557         vector curorigin, neworigin, goodvelocity;
2558         float f;
2559         entity draggee;
2560
2561         draggee = dragger.dragentity;
2562         draggee.flags &~= FL_ONGROUND;
2563
2564         curorigin = gettaginfo(draggee, 0);
2565         curorigin = curorigin + v_forward * dragger.draglocalvector_x + v_right * dragger.draglocalvector_y + v_up * dragger.draglocalvector_z;
2566         makevectors(dragger.v_angle);
2567         neworigin = dragger.origin + dragger.view_ofs + v_forward * dragger.dragdistance;
2568         goodvelocity = (neworigin - curorigin) * (1 / frametime);
2569
2570         while(draggee.angles_y - dragger.v_angle_y - dragger.draglocalangle > 180)
2571                 dragger.draglocalangle += 360;
2572         while(draggee.angles_y - dragger.v_angle_y - dragger.draglocalangle <= -180)
2573                 dragger.draglocalangle -= 360;
2574
2575         f = min(frametime * 10, 1);
2576         draggee.velocity = draggee.velocity * (1 - f) + goodvelocity * f;
2577
2578         if(Drag_MayChangeAngles(draggee))
2579                 draggee.angles_y = draggee.angles_y * (1 - f) + (dragger.v_angle_y + dragger.draglocalangle) * f;
2580         
2581         draggee.ltime = max(servertime + serverframetime, draggee.ltime); // fixes func_train breakage
2582
2583         te_lightning1(dragger, dragger.origin + dragger.view_ofs, curorigin);
2584 }
2585
2586 float Drag_CanDrag(entity dragger)
2587 {
2588         return (dragger.deadflag == DEAD_NO) || (dragger.classname == "player");
2589 }
2590
2591 float Drag_IsDragging(entity dragger)
2592 {
2593         if(!dragger.dragentity)
2594                 return FALSE;
2595         if(wasfreed(dragger.dragentity) || dragger.dragentity.draggedby != dragger)
2596         {
2597                 dragger.dragentity = world;
2598                 return FALSE;
2599         }
2600         if(!Drag_CanDrag(dragger) || !Drag_IsDraggable(dragger.dragentity))
2601         {
2602                 Drag_Finish(dragger);
2603                 return FALSE;
2604         }
2605         return TRUE;
2606 }
2607
2608 void Drag_MoveDrag(entity from, entity to)
2609 {
2610         if(from.draggedby)
2611         {
2612                 to.draggedby = from.draggedby;
2613                 to.draggedby.dragentity = to;
2614                 from.draggedby = world;
2615         }
2616 }
2617
2618 /*
2619 =============
2620 PlayerPostThink
2621
2622 Called every frame for each client after the physics are run
2623 =============
2624 */
2625 .float idlekick_lasttimeleft;
2626 .float race_penalty;
2627 .float race_penalty_nagged;
2628 .float race_penalty_nagtime;
2629 void PlayerPostThink (void)
2630 {
2631         // Savage: Check for nameless players
2632         if (strlen(self.netname) < 1) {
2633                 self.netname = "Player";
2634                 stuffcmd(self, "seta _cl_name Player\n");
2635         }
2636
2637         if(sv_maxidle && frametime)
2638         {
2639                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2640                 float timeleft;
2641                 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2642                 if(timeleft <= 0)
2643                 {
2644                         bprint("^3", self.netname, "^3 was kicked for idling.\n");
2645                         announce(self, "announcer/robotic/terminated.wav");
2646                         dropclient(self);
2647                         return;
2648                 }
2649                 else if(timeleft <= 10)
2650                 {
2651                         if(timeleft != self.idlekick_lasttimeleft)
2652                         {
2653                                 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
2654                                 announce(self, strcat("announcer/robotic/", ftos(timeleft), ".wav"));
2655                         }
2656                 }
2657                 else
2658                 {
2659                         centerprint_expire(self, CENTERPRIO_IDLEKICK);
2660                 }
2661                 self.idlekick_lasttimeleft = timeleft;
2662         }
2663
2664         if(sv_cheats)
2665                 if(Drag_CanDrag(self))
2666                         if(self.BUTTON_DRAG)
2667                                 if(!self.dragentity)
2668                                         if(self.cursor_trace_ent)
2669                                                 if(Drag_IsDraggable(self.cursor_trace_ent))
2670                                                 {
2671                                                         if(self.cursor_trace_ent.draggedby)
2672                                                                 Drag_Finish(self.cursor_trace_ent.draggedby);
2673                                                         if(self.cursor_trace_ent.tag_entity)
2674                                                                 detach_sameorigin(self.cursor_trace_ent);
2675                                                         Drag_Begin(self, self.cursor_trace_ent, self.cursor_trace_endpos);
2676                                                 }
2677         
2678         if(Drag_IsDragging(self))
2679         {
2680                 if(self.BUTTON_DRAG)
2681                 {
2682                         if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18)
2683                         {
2684                                 Drag_MoveForward(self);
2685                                 self.impulse = 0;
2686                         }
2687                         else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19)
2688                         {
2689                                 Drag_MoveBackward(self);
2690                                 self.impulse = 0;
2691                         }
2692                         else if(self.impulse >= 1 && self.impulse <= 9)
2693                         {
2694                                 Drag_SetSpeed(self, self.impulse - 1);
2695                         }
2696                         else if(self.impulse == 14)
2697                         {
2698                                 Drag_SetSpeed(self, 9);
2699                         }
2700
2701                         if(frametime)
2702                                 Drag_Update(self);
2703                 }
2704                 else
2705                 {
2706                         Drag_Finish(self);
2707                 }
2708         }
2709
2710         if(self.classname == "player") {
2711                 CheckRules_Player();
2712                 UpdateChatBubble();
2713                 UpdateTeamBubble();
2714                 if (self.impulse)
2715                         ImpulseCommands();
2716                 if (intermission_running)
2717                         return;         // intermission or finale
2718
2719                 //if (TetrisPostFrame()) return;
2720
2721                 // restart countdown
2722                         if(time < game_starttime) {
2723                                 if (!cvar("sv_ready_restart_after_countdown"))
2724                                 {
2725                                         if(self.movement != '0 0 0' && g_race && !g_race_qualifying)
2726                                         {
2727                                                 if(time < game_starttime - 2)
2728                                                 {
2729                                                         if(!self.race_penalty_nagged)
2730                                                         {
2731                                                                 // TODO better notification for this!
2732                                                                 self.race_penalty_nagtime = 0;
2733                                                                 self.race_penalty_nagged = 1;
2734                                                         }
2735                                                 }
2736                                                 else if(!self.race_penalty)
2737                                                 {
2738                                                         self.race_penalty_nagtime = 0;
2739                                                         self.race_penalty = time + 5;
2740                                                 }
2741                                         }
2742                                         if(time > self.race_penalty_nagtime)
2743                                         {
2744                                                 if(self.race_penalty > time)
2745                                                 {
2746                                                         centerprint_atprio(self, CENTERPRIO_IDLEKICK, "^1FIVE SECONDS PENALTY.");
2747                                                 }
2748                                                 else if(self.race_penalty_nagged && time < game_starttime - 2)
2749                                                 {
2750                                                         centerprint_atprio(self, CENTERPRIO_IDLEKICK, "^1DO NOT MOVE DURING THE COUNTDOWN.");
2751                                                 }
2752                                                 self.race_penalty_nagtime = time + self.cvar_scr_centertime * 0.6;
2753                                         }
2754                                         self.movetype = MOVETYPE_NONE;          
2755                                         self.velocity = '0 0 0';
2756                                         self.avelocity = '0 0 0';
2757                                         self.movement = '0 0 0';
2758                                 }
2759                         }
2760                         else if (time < self.race_penalty)
2761                         {
2762                                 self.movetype = MOVETYPE_NONE;          
2763                                 self.velocity = '0 0 0';
2764                                 self.avelocity = '0 0 0';
2765                                 self.movement = '0 0 0';
2766                         }
2767                         else
2768                         {
2769                                 //allow the player to move again if sv_ready_restart_after_countdown is not used and countdown is over
2770                                 if (!cvar("sv_ready_restart_after_countdown"))
2771                                 {
2772                                         if(self.movetype == MOVETYPE_NONE)
2773                                         {
2774                                                 self.movetype = MOVETYPE_WALK;
2775                                         }
2776                                         self.race_penalty = 0;
2777                                         self.race_penalty_nagged = 0;
2778                                 }
2779                         }
2780                 GetPressedKeys();
2781         } else if (self.classname == "observer") {
2782                 //do nothing
2783         } else if (self.classname == "spectator") {
2784                 //do nothing
2785         }
2786
2787         /*
2788         float i;
2789         for(i = 0; i < 1000; ++i)
2790         {
2791                 vector end;
2792                 end = self.origin + '0 0 1024' + 512 * randomvec();
2793                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2794                 if(trace_fraction < 1)
2795                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2796                 {
2797                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2798                         break;
2799                 }
2800         }
2801         */
2802
2803         Arena_Warmup();
2804
2805         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
2806 }