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rocket guiding: no revenge from the grave
[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                         if(ent.classname == "target_objective")
129                         {
130                                 found = 1;
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                                 found = 1;
138                                 if(self.classname == "player") // spectators may spawn everywhere
139                                 {
140                                         if(g_race_qualifying)
141                                         {
142                                                 // spawn at first
143                                                 if(ent.race_checkpoint != 0)
144                                                         return -1;
145                                                 if(spot.race_place != race_lowest_place_spawn)
146                                                         return -1;
147                                         }
148                                         else
149                                         {
150                                                 if(ent.race_checkpoint != race_PreviousCheckpoint(self.race_checkpoint))
151                                                         return -1;
152                                                 float pl;
153                                                 pl = self.race_place;
154                                                 if(pl > race_highest_place_spawn)
155                                                         pl = 0;
156                                                 if(spot.race_place != pl)
157                                                         return -1;
158                                         }
159                                 }
160                                 good = 1;
161                         }
162                         ent = find(ent, targetname, spot.target);
163                 }
164
165                 if(found && !good)
166                         return -1;
167         }
168
169         player = playerlist;
170         shortest = vlen(world.maxs - world.mins);
171         for(player = playerlist; player; player = player.chain)
172                 if (player != self)
173                 {
174                         thisdist = vlen(player.origin - spot.origin);
175                         if (thisdist < shortest)
176                                 shortest = thisdist;
177                 }
178         return shortest;
179 }
180
181 float spawn_allbad;
182 float spawn_allgood;
183 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
184 {
185         local entity spot, spotlist, spotlistend;
186         spawn_allgood = TRUE;
187         spawn_allbad = TRUE;
188
189         spotlist = world;
190         spotlistend = world;
191
192         for(spot = firstspot; spot; spot = spot.chain)
193         {
194                 spot.SPAWNPOINT_SCORE = Spawn_Score(spot, playerlist, teamcheck);
195
196                 if(cvar("spawn_debugview"))
197                 {
198                         setmodel(spot, "models/runematch/rune.mdl");
199                         if(spot.SPAWNPOINT_SCORE < mindist)
200                         {
201                                 spot.colormod = '1 0 0';
202                                 spot.scale = 1;
203                         }
204                         else
205                         {
206                                 spot.colormod = '0 1 0';
207                                 spot.scale = spot.SPAWNPOINT_SCORE / mindist;
208                         }
209                 }
210
211                 if(spot.SPAWNPOINT_SCORE >= 0) // spawning allowed here
212                 {
213                         if(spot.SPAWNPOINT_SCORE < mindist)
214                         {
215                                 // too short distance
216                                 spawn_allgood = FALSE;
217                         }
218                         else 
219                         {
220                                 // perfect
221                                 spawn_allbad = FALSE;
222
223                                 if(spotlistend)
224                                         spotlistend.chain = spot;
225                                 spotlistend = spot;
226                                 if(!spotlist)
227                                         spotlist = spot;
228
229                                 /*
230                                 if(teamcheck)
231                                 if(spot.team != teamcheck)
232                                         error("invalid spawn added");
233
234                                 print("added ", etos(spot), "\n");
235                                 */
236                         }
237                 }
238         }
239         if(spotlistend)
240                 spotlistend.chain = world;
241
242         /*
243                 entity e;
244                 if(teamcheck)
245                         for(e = spotlist; e; e = e.chain)
246                         {
247                                 print("seen ", etos(e), "\n");
248                                 if(e.team != teamcheck)
249                                         error("invalid spawn found");
250                         }
251         */
252
253         return spotlist;
254 }
255
256 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
257 {
258         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
259         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
260         local entity spot;
261
262         RandomSelection_Init();
263         for(spot = firstspot; spot; spot = spot.chain)
264                 RandomSelection_Add(spot, 0, string_null, pow(bound(lower, spot.SPAWNPOINT_SCORE, upper), exponent) * spot.cnt, spot.SPAWNPOINT_SCORE >= lower);
265
266         return RandomSelection_chosen_ent;
267 }
268
269 /*
270 =============
271 SelectSpawnPoint
272
273 Finds a point to respawn
274 =============
275 */
276 entity SelectSpawnPoint (float anypoint)
277 {
278         local float teamcheck;
279         local entity firstspot_new;
280         local entity spot, firstspot, playerlist;
281
282         spot = find (world, classname, "testplayerstart");
283         if (spot)
284                 return spot;
285
286         teamcheck = 0;
287
288         if(!anypoint && have_team_spawns)
289                 teamcheck = self.team;
290
291         // get the list of players
292         playerlist = findchain(classname, "player");
293         // get the entire list of spots
294         firstspot = findchain(classname, "info_player_deathmatch");
295         // filter out the bad ones
296         // (note this returns the original list if none survived)
297         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
298         if(!firstspot_new)
299                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck);
300         firstspot = firstspot_new;
301
302         // there is 50/50 chance of choosing a random spot or the furthest spot
303         // (this means that roughly every other spawn will be furthest, so you
304         // usually won't get fragged at spawn twice in a row)
305         if (arena_roundbased)
306         {
307                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck);
308                 if(firstspot_new)
309                         firstspot = firstspot_new;
310                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
311         }
312         else if (random() > cvar("g_spawn_furthest"))
313                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
314         else
315                 spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
316
317         if(cvar("spawn_debugview"))
318         {
319                 print("spot mindistance: ", ftos(spot.SPAWNPOINT_SCORE), "\n");
320
321                 entity e;
322                 if(teamcheck)
323                         for(e = firstspot; e; e = e.chain)
324                                 if(e.team != teamcheck)
325                                         error("invalid spawn found");
326         }
327
328         if (!spot)
329         {
330                 if(cvar("spawn_debug"))
331                         GotoNextMap();
332                 else
333                 {
334                         if(some_spawn_has_been_used)
335                                 return world; // team can't spawn any more, because of actions of other team
336                         else
337                                 error("Cannot find a spawn point - please fix the map!");
338                 }
339         }
340
341         return spot;
342 }
343
344 /*
345 =============
346 CheckPlayerModel
347
348 Checks if the argument string can be a valid playermodel.
349 Returns a valid one in doubt.
350 =============
351 */
352 string FallbackPlayerModel = "models/player/marine.zym";
353 string CheckPlayerModel(string plyermodel) {
354         if(strlen(plyermodel) < 4)
355                 return FallbackPlayerModel;
356         if( substring(plyermodel,0,14) != "models/player/")
357                 return FallbackPlayerModel;
358         else if(cvar("sv_servermodelsonly"))
359         {
360                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".zym")
361                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".dpm")
362                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".md3")
363                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".psk")
364                         return FallbackPlayerModel;
365 #ifdef ALLOW_VARIABLE_LOD
366                 // forbid the LOD models
367                 if(substring(plyermodel, strlen(plyermodel)-6,2) == "_1")
368                         return FallbackPlayerModel;
369                 if(substring(plyermodel, strlen(plyermodel)-6,2) == "_2")
370                         return FallbackPlayerModel;
371 #endif
372                 if(plyermodel != strtolower(plyermodel))
373                         return FallbackPlayerModel;
374                 if(!fexists(plyermodel))
375                         return FallbackPlayerModel;
376         }
377         return plyermodel;
378 }
379
380 /*
381 =============
382 Client_customizeentityforclient
383
384 LOD reduction
385 =============
386 */
387 float Client_customizeentityforclient()
388 {
389 #ifdef ALLOW_VARIABLE_LOD
390         // self: me
391         // other: the player viewing me
392         float distance;
393         float f;
394
395         if(self.classname != "player")
396                 return TRUE;
397
398         if(other.cvar_cl_playerdetailreduction <= 0)
399         {
400                 if(other.cvar_cl_playerdetailreduction <= -2)
401                         self.modelindex = self.modelindex_lod2;
402                 else if(other.cvar_cl_playerdetailreduction <= -1)
403                         self.modelindex = self.modelindex_lod1;
404                 else
405                         self.modelindex = self.modelindex_lod0;
406         }
407         else
408         {
409                 distance = vlen(self.origin - other.origin);
410                 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
411                 if(f > 10000)
412                         self.modelindex = self.modelindex_lod2;
413                 else if(f > 5000)
414                         self.modelindex = self.modelindex_lod1;
415                 else
416                         self.modelindex = self.modelindex_lod0;
417         }
418 #endif
419
420         return TRUE;
421 }
422
423 void UpdatePlayerSounds();
424 void setmodel_lod(entity e, string modelname)
425 {
426 #ifdef ALLOW_VARIABLE_LOD
427         string s;
428
429         // FIXME: this only supports 3-letter extensions
430         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1", substring(modelname, 0, strlen(modelname) - 4));
431         if(fexists(s))
432         {
433                 precache_model(s);
434                 setmodel(e, s); // players have high precision
435                 self.modelindex_lod1 = self.modelindex;
436         }
437         else
438                 self.modelindex_lod1 = -1;
439
440         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2", substring(modelname, 0, strlen(modelname) - 4));
441         if(fexists(s))
442         {
443                 precache_model(s);
444                 setmodel(e, s); // players have high precision
445                 self.modelindex_lod2 = self.modelindex;
446         }
447         else
448                 self.modelindex_lod2 = -1;
449
450         precache_model(modelname);
451         setmodel(e, modelname); // players have high precision
452         self.modelindex_lod0 = self.modelindex;
453
454         if(self.modelindex_lod1 < 0)
455                 self.modelindex_lod1 = self.modelindex;
456
457         if(self.modelindex_lod2 < 0)
458                 self.modelindex_lod2 = self.modelindex;
459 #else
460         precache_model(modelname);
461         setmodel(e, modelname); // players have high precision
462 #endif
463         player_setupanimsformodel();
464         UpdatePlayerSounds();
465 }
466
467 /*
468 =============
469 PutObserverInServer
470
471 putting a client as observer in the server
472 =============
473 */
474 void PutObserverInServer (void)
475 {
476         entity  spot;
477
478         race_PreSpawnObserver();
479
480         spot = SelectSpawnPoint (TRUE);
481         if(!spot)
482                 error("No spawnpoints for observers?!?\n");
483         RemoveGrapplingHook(self); // Wazat's Grappling Hook
484
485         if(clienttype(self) == CLIENTTYPE_REAL)
486         {
487                 msg_entity = self;
488                 WriteByte(MSG_ONE, SVC_SETVIEW);
489                 WriteEntity(MSG_ONE, self);
490         }
491
492         DropAllRunes(self);
493         kh_Key_DropAll(self, TRUE);
494
495         Portal_ClearAll(self);
496
497         if(self.flagcarried)
498                 DropFlag(self.flagcarried, world, world);
499         if(self.ballcarried)
500                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
501
502         WaypointSprite_PlayerDead();
503         
504         if(self.killcount != -666)
505         {
506                 if(g_lms)
507                 {
508                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
509                                 bprint ("^4", self.netname, "^4 has no more lives left\n");
510                         else
511                                 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
512                 }
513                 else
514                         bprint ("^4", self.netname, "^4 is spectating now\n");
515         }
516
517         PlayerScore_Clear(self); // clear scores when needed
518
519         self.spectatortime = time;
520         
521         self.classname = "observer";
522         self.iscreature = FALSE;
523         self.health = -666;
524         self.takedamage = DAMAGE_NO;
525         self.solid = SOLID_NOT;
526         self.movetype = MOVETYPE_NOCLIP;
527         self.flags = FL_CLIENT | FL_NOTARGET;
528         self.armorvalue = 666;
529         self.effects = 0;
530         self.armorvalue = cvar("g_balance_armor_start");
531         self.pauserotarmor_finished = 0;
532         self.pauserothealth_finished = 0;
533         self.pauseregen_finished = 0;
534         self.damageforcescale = 0;
535         self.death_time = 0;
536         self.dead_frame = 0;
537         self.alpha = 0;
538         self.scale = 0;
539         self.fade_time = 0;
540         self.pain_frame = 0;
541         self.pain_finished = 0;
542         self.strength_finished = 0;
543         self.invincible_finished = 0;
544         self.pushltime = 0;
545         self.think = SUB_Null;
546         self.nextthink = 0;
547         self.hook_time = 0;
548         self.runes = 0;
549         self.deadflag = DEAD_NO;
550         self.angles = spot.angles;
551         self.angles_z = 0;
552         self.fixangle = TRUE;
553         self.crouch = FALSE;
554
555         self.view_ofs = PL_VIEW_OFS;
556         setorigin (self, spot.origin);
557         setsize (self, '0 0 0', '0 0 0');
558         self.prevorigin = self.origin;
559         self.items = 0;
560         self.weapons = 0;
561         self.model = "";
562         self.modelindex = 0;
563         self.weapon = 0;
564         self.weaponmodel = "";
565         self.weaponentity = world;
566         self.exteriorweaponentity = world;
567         self.killcount = -666;
568         self.velocity = '0 0 0';
569         self.avelocity = '0 0 0';
570         self.punchangle = '0 0 0';
571         self.punchvector = '0 0 0';
572         self.oldvelocity = self.velocity;
573         self.customizeentityforclient = Client_customizeentityforclient;
574
575         self.team = -1;
576
577         if(g_arena)
578         {
579                 if(self.version_mismatch)
580                 {
581                         Spawnqueue_Unmark(self);
582                         Spawnqueue_Remove(self);
583                 }
584                 else
585                 {
586                         Spawnqueue_Insert(self);
587                 }
588         }
589         else if(g_lms)
590         {
591                 // Only if the player cannot play at all
592                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
593                         self.frags = FRAGS_SPECTATOR;
594                 else
595                         self.frags = FRAGS_LMS_LOSER;
596         }
597         else
598                 self.frags = FRAGS_SPECTATOR;
599 }
600
601 float RestrictSkin(float s)
602 {
603         if(!teams_matter)
604                 return s;
605         if(s == 6)
606                 return 6;
607         return mod(s, 3);
608 }
609
610 void FixPlayermodel()
611 {
612         local string defaultmodel;
613         local float defaultskin, chmdl, oldskin;
614         local vector m1, m2;
615
616         defaultmodel = "";
617
618         if(cvar("sv_defaultcharacter") == 1) {
619                 defaultskin = 0;
620
621                 if(teams_matter)
622                 {
623                         defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", Team_ColorNameLowerCase(self.team)));
624                         defaultskin = cvar(strcat("sv_defaultplayerskin_", Team_ColorNameLowerCase(self.team)));
625                 }
626
627                 if(defaultmodel == "")
628                 {
629                         defaultmodel = cvar_string("sv_defaultplayermodel");
630                         defaultskin = cvar("sv_defaultplayerskin");
631                 }
632         }
633
634         if(self.modelindex == 0 && self.deadflag == DEAD_NO)
635         {
636                 if(self.model != "")
637                         bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n");
638                 self.model = ""; // force the != checks to return true
639         }
640
641         if(defaultmodel != "")
642         {
643                 if (defaultmodel != self.model)
644                 {
645                         m1 = self.mins;
646                         m2 = self.maxs;
647                         setmodel_lod (self, defaultmodel);
648                         setsize (self, m1, m2);
649                 }
650
651                 self.skin = defaultskin;
652                 self.species = player_getspecies();
653         } else {
654                 if (self.playermodel != self.model)
655                 {
656                         self.playermodel = CheckPlayerModel(self.playermodel);
657                         m1 = self.mins;
658                         m2 = self.maxs;
659                         setmodel_lod (self, self.playermodel);
660                         setsize (self, m1, m2);
661                         chmdl = TRUE;
662                 }
663
664                 oldskin = self.skin;
665                 self.skin = RestrictSkin(stof(self.playerskin));
666
667                 if(chmdl || oldskin != self.skin)
668                         self.species = player_getspecies(); // model or skin has changed
669         }
670
671         if(!teams_matter)
672                 if(strlen(cvar_string("sv_defaultplayercolors")))
673                         if(self.clientcolors != cvar("sv_defaultplayercolors"))
674                                 setcolor(self, cvar("sv_defaultplayercolors"));
675 }
676
677 void PlayerTouchExplode(entity p1, entity p2)
678 {
679         vector org;
680         org = (p1.origin + p2.origin) * 0.5;
681         org_z += (p1.mins_z + p2.mins_z) * 0.5;
682
683         te_explosion(org);
684
685         entity e;
686         e = spawn();
687         setorigin(e, org);
688         RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
689         remove(e);
690 }
691
692 /*
693 =============
694 PutClientInServer
695
696 Called when a client spawns in the server
697 =============
698 */
699 //void() ctf_playerchanged;
700 void PutClientInServer (void)
701 {
702         if(clienttype(self) == CLIENTTYPE_BOT)
703         {
704                 self.classname = "player";
705         }
706         else if(clienttype(self) == CLIENTTYPE_REAL)
707         {
708                 msg_entity = self;
709                 WriteByte(MSG_ONE, SVC_SETVIEW);
710                 WriteEntity(MSG_ONE, self);
711         }
712
713         // player is dead and becomes observer
714         // FIXME fix LMS scoring for new system
715         if(g_lms)
716         {
717                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
718                         self.classname = "observer";
719         }
720
721         if(g_arena)
722         if(!self.spawned)
723                 self.classname = "observer";
724
725         if(self.classname == "player") {
726                 entity spot, oldself;
727
728                 if(self.team < 0)
729                         JoinBestTeam(self, FALSE, TRUE);
730
731                 race_PreSpawn();
732
733                 spot = SelectSpawnPoint (FALSE);
734                 if(!spot)
735                 {
736                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
737                         return; // spawn failed
738                 }
739
740                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
741                 self.campingrifle_bulletcounter = 0;
742
743                 self.classname = "player";
744                 self.wasplayer = TRUE;
745                 self.iscreature = TRUE;
746                 self.movetype = MOVETYPE_WALK;
747                 self.solid = SOLID_SLIDEBOX;
748                 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
749                 self.frags = FRAGS_PLAYER;
750                 if(independent_players)
751                         MAKE_INDEPENDENT_PLAYER(self);
752                 self.flags = FL_CLIENT;
753                 self.takedamage = DAMAGE_AIM;
754                 if(g_minstagib)
755                         self.effects = EF_FULLBRIGHT;
756                 else
757                         self.effects = 0;
758                 self.air_finished = time + 12;
759                 self.dmg = 2;
760
761                 if(inWarmupStage)
762                 {
763                         self.ammo_shells = warmup_start_ammo_shells;
764                         self.ammo_nails = warmup_start_ammo_nails;
765                         self.ammo_rockets = warmup_start_ammo_rockets;
766                         self.ammo_cells = warmup_start_ammo_cells;
767                         self.ammo_fuel = warmup_start_ammo_fuel;
768                         self.health = warmup_start_health;
769                         self.armorvalue = warmup_start_armorvalue;
770                         self.weapons = warmup_start_weapons;
771                 }
772                 else
773                 {
774                         self.ammo_shells = start_ammo_shells;
775                         self.ammo_nails = start_ammo_nails;
776                         self.ammo_rockets = start_ammo_rockets;
777                         self.ammo_cells = start_ammo_cells;
778                         self.ammo_fuel = start_ammo_fuel;
779                         self.health = start_health;
780                         self.armorvalue = start_armorvalue;
781                         self.weapons = start_weapons;
782                 }
783                 self.items = start_items;
784                 self.switchweapon = w_getbestweapon(self);
785                 self.cnt = self.switchweapon;
786                 self.weapon = 0;
787                 self.jump_interval = time;
788
789                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
790                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
791                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
792                 self.pauserotfuel_finished = time + cvar("g_balance_pause_fuel_rot_spawn");
793                 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
794                 //extend the pause of rotting if client was reset at the beginning of the countdown
795                 if(!cvar("sv_ready_restart_after_countdown") && time < game_starttime) { // TODO why is this cvar NOTted?
796                         self.spawnshieldtime += game_starttime - time;
797                         self.pauserotarmor_finished += game_starttime - time;
798                         self.pauserothealth_finished += game_starttime - time;
799                         self.pauseregen_finished += game_starttime - time;
800                 }
801                 self.damageforcescale = 2;
802                 self.death_time = 0;
803                 self.dead_frame = 0;
804                 self.alpha = 0;
805                 self.scale = 0;
806                 self.fade_time = 0;
807                 self.pain_frame = 0;
808                 self.pain_finished = 0;
809                 self.strength_finished = 0;
810                 self.invincible_finished = 0;
811                 self.pushltime = 0;
812                 //self.speed_finished = 0;
813                 //self.slowmo_finished = 0;
814                 // players have no think function
815                 self.think = SUB_Null;
816                 self.nextthink = 0;
817                 self.hook_time = 0;
818                 self.dmg_team = 0;
819
820                 self.metertime = 0;
821
822                 self.runes = 0;
823
824                 self.deadflag = DEAD_NO;
825
826                 self.angles = spot.angles;
827
828                 self.angles_z = 0; // never spawn tilted even if the spot says to
829                 self.fixangle = TRUE; // turn this way immediately
830                 self.velocity = '0 0 0';
831                 self.avelocity = '0 0 0';
832                 self.punchangle = '0 0 0';
833                 self.punchvector = '0 0 0';
834                 self.oldvelocity = self.velocity;
835
836                 msg_entity = self;
837                 WRITESPECTATABLE_MSG_ONE({
838                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
839                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);
840                 });
841
842                 self.customizeentityforclient = Client_customizeentityforclient;
843
844                 self.model = "";
845                 FixPlayermodel();
846
847                 self.crouch = FALSE;
848                 self.view_ofs = PL_VIEW_OFS;
849                 setsize (self, PL_MIN, PL_MAX);
850                 self.spawnorigin = spot.origin;
851                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
852                 // don't reset back to last position, even if new position is stuck in solid
853                 self.oldorigin = self.origin;
854                 self.prevorigin = self.origin;
855                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
856
857                 if(g_arena)
858                 {
859                         Spawnqueue_Remove(self);
860                         Spawnqueue_Mark(self);
861                 }
862
863                 self.event_damage = PlayerDamage;
864
865                 self.bot_attack = TRUE;
866
867                 self.statdraintime = time + 5;
868                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
869
870                 if(self.killcount == -666) {
871                         PlayerScore_Clear(self);
872                         self.killcount = 0;
873                 }
874
875                 self.cnt = WEP_LASER;
876                 self.nixnex_lastchange_id = -1;
877
878                 CL_SpawnWeaponentity();
879                 self.alpha = default_player_alpha;
880                 self.colormod = '1 1 1' * cvar("g_player_brightness");
881                 self.exteriorweaponentity.alpha = default_weapon_alpha;
882
883                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
884                 self.lms_traveled_distance = 0;
885                 self.speedrunning = FALSE;
886
887                 race_PostSpawn(spot);
888
889                 if(cvar("spawn_debug"))
890                 {
891                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
892                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
893                 }
894
895                 //stuffcmd(self, "chase_active 0");
896                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
897
898                 if (cvar("g_spawnsound"))
899                         sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
900
901                 if(g_assault) {
902                         if(self.team == assault_attacker_team)
903                                 centerprint(self, "You are attacking!");
904                         else
905                                 centerprint(self, "You are defending!");
906                 }
907
908                 target_voicescript_clear(self);
909
910                 oldself = self;
911                 self = spot;
912                         activator = oldself;
913                                 SUB_UseTargets();
914                         activator = world;
915                 self = oldself;
916
917         } else if(self.classname == "observer") {
918                 PutObserverInServer ();
919         }
920
921         //if(g_ctf)
922         //      ctf_playerchanged();
923 }
924
925 float ClientInit_SendEntity(entity to, float sf)
926 {
927         float i;
928         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
929         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
930         for(i = 1; i <= 24; ++i)
931                 WriteByte(MSG_ENTITY, (get_weaponinfo(i)).impulse + 1);
932         WriteCoord(MSG_ENTITY, hook_shotorigin_x);
933         WriteCoord(MSG_ENTITY, hook_shotorigin_y);
934         WriteCoord(MSG_ENTITY, hook_shotorigin_z);
935
936         if(sv_foginterval && world.fog != "")
937                 WriteString(MSG_ENTITY, world.fog);
938         else
939                 WriteString(MSG_ENTITY, "");
940         WriteByte(MSG_ENTITY, cvar("g_balance_armor_blockpercent") * 255.0);
941         return TRUE;
942 }
943
944 void ClientInit_Spawn()
945 {
946         Net_LinkEntity(spawn(), FALSE, 0, ClientInit_SendEntity);
947 }
948
949 /*
950 =============
951 SetNewParms
952 =============
953 */
954 void SetNewParms (void)
955 {
956         // initialize parms for a new player
957         parm1 = -(86400 * 366);
958 }
959
960 /*
961 =============
962 SetChangeParms
963 =============
964 */
965 void SetChangeParms (void)
966 {
967         // save parms for level change
968         parm1 = self.parm_idlesince - time;
969 }
970
971 /*
972 =============
973 DecodeLevelParms
974 =============
975 */
976 void DecodeLevelParms (void)
977 {
978         // load parms
979         self.parm_idlesince = parm1;
980         if(self.parm_idlesince == -(86400 * 366))
981                 self.parm_idlesince = time;
982
983         // whatever happens, allow 60 seconds of idling directly after connect for map loading
984         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
985 }
986
987 /*
988 =============
989 ClientKill
990
991 Called when a client types 'kill' in the console
992 =============
993 */
994
995 void ClientKill_Now_TeamChange()
996 {
997         if(self.killindicator_teamchange == -1)
998         {
999                 self.team = -1;
1000                 JoinBestTeam( self, FALSE, FALSE );
1001         }
1002         else
1003                 SV_ChangeTeam(self.killindicator_teamchange - 1);
1004 }
1005
1006 void ClientKill_Now()
1007 {
1008         if(self.killindicator_teamchange)
1009                 ClientKill_Now_TeamChange();
1010
1011         // in any case:
1012         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1013
1014         if(self.killindicator)
1015         {
1016                 dprint("Cleaned up after a leaked kill indicator.\n");
1017                 remove(self.killindicator);
1018                 self.killindicator = world;
1019         }
1020 }
1021 void KillIndicator_Think()
1022 {
1023         if (!self.owner.modelindex)
1024         {
1025                 self.owner.killindicator = world;
1026                 remove(self);
1027                 return;
1028         }
1029
1030         if(self.cnt <= 0)
1031         {
1032                 self = self.owner;
1033                 ClientKill_Now(); // no oldself needed
1034                 return;
1035         }
1036         else
1037         {
1038                 if(self.cnt <= 10)
1039                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1040                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1041                 {
1042                         if(self.cnt <= 10)
1043                                 announce(self.owner, strcat("announcer/robotic/", ftos(self.cnt), ".wav"));
1044                         if(self.owner.killindicator_teamchange)
1045                         {
1046                                 if(self.owner.killindicator_teamchange == -1)
1047                                         centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
1048                                 else
1049                                         centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
1050                         }
1051                         else
1052                                 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
1053                 }
1054                 self.nextthink = time + 1;
1055                 self.cnt -= 1;
1056         }
1057 }
1058
1059 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto
1060 {
1061         float killtime;
1062         entity e;
1063         killtime = cvar("g_balance_kill_delay");
1064
1065         self.killindicator_teamchange = targetteam;
1066
1067         if(!self.killindicator)
1068         {
1069                 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
1070                 {
1071                         ClientKill_Now();
1072                 }
1073                 else
1074                 {
1075                         self.killindicator = spawn();
1076                         self.killindicator.owner = self;
1077                         self.killindicator.scale = 0.5;
1078                         setattachment(self.killindicator, self, "");
1079                         setorigin(self.killindicator, '0 0 52');
1080                         self.killindicator.think = KillIndicator_Think;
1081                         self.killindicator.nextthink = time + (self.lip) * 0.05;
1082                         self.killindicator.cnt = ceil(killtime);
1083                         self.killindicator.count = bound(0, ceil(killtime), 10);
1084                         sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1085
1086                         for(e = world; (e = find(e, classname, "body")) != world; )
1087                         {
1088                                 if(e.enemy != self)
1089                                         continue;
1090                                 e.killindicator = spawn();
1091                                 e.killindicator.owner = e;
1092                                 e.killindicator.scale = 0.5;
1093                                 setattachment(e.killindicator, e, "");
1094                                 setorigin(e.killindicator, '0 0 52');
1095                                 e.killindicator.think = KillIndicator_Think;
1096                                 e.killindicator.nextthink = time + (e.lip) * 0.05;
1097                                 e.killindicator.cnt = ceil(killtime);
1098                         }
1099                         self.lip = 0;
1100                 }
1101         }
1102         if(self.killindicator)
1103         {
1104                 if(targetteam)
1105                         self.killindicator.colormod = TeamColor(targetteam);
1106                 else
1107                         self.killindicator.colormod = '0 0 0';
1108         }
1109 }
1110
1111 void ClientKill (void)
1112 {
1113         ClientKill_TeamChange(0);
1114 }
1115
1116 void DoTeamChange(float destteam)
1117 {
1118         float t, c0;
1119         if(!teams_matter)
1120         {
1121                 if(destteam >= 0)
1122                         SetPlayerColors(self, destteam);
1123                 return;
1124         }
1125         if(self.classname == "player")
1126         if(destteam == -1)
1127         {
1128                 CheckAllowedTeams(self);
1129                 t = FindSmallestTeam(self, TRUE);
1130                 switch(self.team)
1131                 {
1132                         case COLOR_TEAM1: c0 = c1; break;
1133                         case COLOR_TEAM2: c0 = c2; break;
1134                         case COLOR_TEAM3: c0 = c3; break;
1135                         case COLOR_TEAM4: c0 = c4; break;
1136                         default:          c0 = 999;
1137                 }
1138                 switch(t)
1139                 {
1140                         case 1:
1141                                 if(c0 > c1)
1142                                         destteam = COLOR_TEAM1;
1143                                 break;
1144                         case 2:
1145                                 if(c0 > c2)
1146                                         destteam = COLOR_TEAM2;
1147                                 break;
1148                         case 3:
1149                                 if(c0 > c3)
1150                                         destteam = COLOR_TEAM3;
1151                                 break;
1152                         case 4:
1153                                 if(c0 > c4)
1154                                         destteam = COLOR_TEAM4;
1155                                 break;
1156                 }
1157                 if(destteam == -1)
1158                         return;
1159         }
1160         if(destteam == self.team && destteam >= 0 && !self.killindicator)
1161                 return;
1162         ClientKill_TeamChange(destteam);
1163 }
1164
1165 void FixClientCvars(entity e)
1166 {
1167         // send prediction settings to the client
1168         stuffcmd(e, "\nin_bindmap 0 0\n");
1169         /*
1170          * we no longer need to stuff this. Remove this comment block if you feel 
1171          * 2.3 and higher (or was it 2.2.3?) don't need these any more
1172         stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
1173         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
1174         stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
1175         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
1176         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
1177         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
1178         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
1179         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
1180         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
1181         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
1182         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
1183         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
1184         stuffcmd(e, "cl_movement_edgefriction 1\n");
1185          */
1186 }
1187
1188 /*
1189 =============
1190 ClientConnect
1191
1192 Called when a client connects to the server
1193 =============
1194 */
1195 //void ctf_clientconnect();
1196 string ColoredTeamName(float t);
1197 void DecodeLevelParms (void);
1198 //void dom_player_join_team(entity pl);
1199 void ClientConnect (void)
1200 {
1201         local string s;
1202         float t;
1203
1204         if(self.flags & FL_CLIENT)
1205         {
1206                 print("Warning: ClientConnect, but already connected!\n");
1207                 return;
1208         }
1209
1210         if(Ban_MaybeEnforceBan(self))
1211                 return;
1212
1213         DecodeLevelParms();
1214
1215         self.classname = "player_joining";
1216
1217         self.flags = FL_CLIENT;
1218         self.version_nagtime = time + 10 + random() * 10;
1219
1220         if(player_count<0)
1221         {
1222                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1223                 player_count = 0;
1224         }
1225
1226         PlayerScore_Attach(self);
1227         ClientData_Attach();
1228
1229         bot_clientconnect();
1230
1231         race_PreSpawnObserver();
1232
1233         //if(g_domination)
1234         //      dom_player_join_team(self);
1235
1236         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1237
1238         if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {
1239                 self.classname = "observer";
1240         } else {
1241                 if(teams_matter)
1242                 {
1243                         if(cvar("g_balance_teams") || cvar("g_balance_teams_force"))
1244                         {
1245                                 self.classname = "player";
1246                                 campaign_bots_may_start = 1;
1247                         }
1248                         else
1249                         {
1250                                 self.classname = "observer"; // do it anyway
1251                         }
1252                 }
1253                 else
1254                 {
1255                         self.classname = "player";
1256                         campaign_bots_may_start = 1;
1257                 }
1258         }
1259
1260         self.playerid = (playerid_last = playerid_last + 1);
1261         if(cvar("sv_eventlog"))
1262         {
1263                 if(clienttype(self) == CLIENTTYPE_REAL)
1264                         GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", self.netaddress, ":", self.netname));
1265                 else
1266                         GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":bot:", self.netname));
1267                 s = strcat(":team:", ftos(self.playerid), ":");
1268                 s = strcat(s, ftos(self.team));
1269                 GameLogEcho(s);
1270         }
1271         self.netname_previous = strzone(self.netname);
1272
1273         //stuffcmd(self, "set tmpviewsize $viewsize \n");
1274
1275         bprint ("^4",self.netname);
1276         bprint ("^4 connected");
1277
1278         if(g_domination || g_ctf)
1279         {
1280                 bprint(" and joined the ");
1281                 bprint(ColoredTeamName(self.team));
1282         }
1283
1284         bprint("\n");
1285
1286         self.welcomemessage_time = 0;
1287
1288         stuffcmd(self, strcat(clientstuff, "\n"));
1289         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1290         stuffcmd(self, "cl_particles_reloadeffects\n");
1291
1292         FixClientCvars(self);
1293
1294         // spawnfunc_waypoint sprites
1295         WaypointSprite_InitClient(self);
1296
1297         // Wazat's grappling hook
1298         SetGrappleHookBindings();
1299
1300         // get autoswitch state from player when he toggles it
1301         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1302
1303         // get version info from player
1304         stuffcmd(self, "cmd clientversion $gameversion\n");
1305
1306         // get other cvars from player
1307         GetCvars(0);
1308
1309         // set cvar for team scoreboard
1310         stuffcmd(self, strcat("set teamplay ", ftos(teamplay), "\n"));
1311
1312         // notify about available teams
1313         if(teams_matter)
1314         {
1315                 CheckAllowedTeams(self);
1316                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1317                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1318         }
1319         else
1320                 stuffcmd(self, "set _teams_available 0\n");
1321
1322         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1323
1324         if(g_arena)
1325         {
1326                 self.classname = "observer";
1327                 Spawnqueue_Insert(self);
1328         }
1329         /*else if(g_ctf)
1330         {
1331                 ctf_clientconnect();
1332         }*/
1333
1334         if(teams_matter || sv_cheats)
1335                 attach_entcs();
1336
1337         bot_relinkplayerlist();
1338
1339         self.spectatortime = time;
1340         if(blockSpectators)
1341         {
1342                 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"));
1343         }
1344
1345         self.jointime = time;
1346         self.allowedTimeouts = cvar("sv_timeout_number");
1347
1348         if(clienttype(self) == CLIENTTYPE_REAL)
1349         {
1350                 if(cvar("g_bugrigs"))
1351                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1352         }
1353
1354         if(g_lms)
1355         {
1356                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1357                 {
1358                         PlayerScore_Add(self, SP_LMS_RANK, 666);
1359                         self.frags = FRAGS_SPECTATOR;
1360                 }
1361         }
1362
1363         if(!sv_foginterval && world.fog != "")
1364                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1365
1366         SoundEntity_Attach(self);
1367
1368         if(cvar("g_hitplots"))
1369         {
1370                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1371                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1372         }
1373         else
1374                 self.hitplotfh = -1;
1375 }
1376
1377 /*
1378 =============
1379 ClientDisconnect
1380
1381 Called when a client disconnects from the server
1382 =============
1383 */
1384 .entity chatbubbleentity;
1385 .entity teambubbleentity;
1386 void ReadyCount();
1387 void ClientDisconnect (void)
1388 {
1389         if not(self.flags & FL_CLIENT)
1390         {
1391                 print("Warning: ClientDisconnect without ClientConnect\n");
1392                 return;
1393         }
1394
1395         if(self.hitplotfh >= 0)
1396         {
1397                 fclose(self.hitplotfh);
1398                 self.hitplotfh = -1;
1399         }
1400
1401         bot_clientdisconnect();
1402
1403         if(self.entcs)
1404                 detach_entcs();
1405         
1406         if(cvar("sv_eventlog"))
1407                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1408         bprint ("^4",self.netname);
1409         bprint ("^4 disconnected\n");
1410         
1411         SoundEntity_Detach(self);
1412
1413         DropAllRunes(self);
1414         kh_Key_DropAll(self, TRUE);
1415
1416         Portal_ClearAll(self);
1417
1418         if(self.flagcarried)
1419                 DropFlag(self.flagcarried, world, world);
1420         if(self.ballcarried)
1421                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
1422
1423         // Here, everything has been done that requires this player to be a client.
1424
1425         self.flags &~= FL_CLIENT;
1426
1427         if (self.chatbubbleentity)
1428                 remove (self.chatbubbleentity);
1429
1430         if (self.teambubbleentity)
1431                 remove (self.teambubbleentity);
1432
1433         if (self.killindicator)
1434                 remove (self.killindicator);
1435
1436         WaypointSprite_PlayerGone();
1437
1438         bot_relinkplayerlist();
1439
1440         // remove laserdot
1441         if(self.weaponentity)
1442                 if(self.weaponentity.lasertarget)
1443                         remove(self.weaponentity.lasertarget);
1444
1445         if(g_arena)
1446         {
1447                 Spawnqueue_Unmark(self);
1448                 Spawnqueue_Remove(self);
1449         }
1450
1451         ClientData_Detach();
1452         PlayerScore_Detach(self);
1453
1454         if(self.netname_previous)
1455                 strunzone(self.netname_previous);
1456
1457         ClearPlayerSounds();
1458
1459         self.playerid = 0;
1460         ReadyCount();
1461
1462         // free cvars
1463         GetCvars(-1);
1464 }
1465
1466 .float BUTTON_CHAT;
1467 void ChatBubbleThink()
1468 {
1469         self.nextthink = time;
1470         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1471         {
1472                 if(self.owner) // but why can that ever be world?
1473                         self.owner.chatbubbleentity = world;
1474                 remove(self);
1475                 return;
1476         }
1477         if (self.owner.BUTTON_CHAT && !self.owner.deadflag)
1478                 self.model = self.mdl;
1479         else
1480                 self.model = "";
1481 };
1482
1483 void UpdateChatBubble()
1484 {
1485         if (!self.modelindex)
1486                 return;
1487         // spawn a chatbubble entity if needed
1488         if (!self.chatbubbleentity)
1489         {
1490                 self.chatbubbleentity = spawn();
1491                 self.chatbubbleentity.owner = self;
1492                 self.chatbubbleentity.exteriormodeltoclient = self;
1493                 self.chatbubbleentity.think = ChatBubbleThink;
1494                 self.chatbubbleentity.nextthink = time;
1495                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1496                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1497                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1498                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1499                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1500                 self.chatbubbleentity.model = "";
1501                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1502         }
1503 }
1504
1505
1506 void TeamBubbleThink()
1507 {
1508         self.nextthink = time;
1509         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1510         {
1511                 if(self.owner) // but why can that ever be world?
1512                         self.owner.teambubbleentity = world;
1513                 remove(self);
1514                 return;
1515         }
1516 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
1517         if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator)
1518                 self.model = "";
1519         else
1520                 self.model = self.mdl;
1521
1522 };
1523
1524 float TeamBubble_customizeentityforclient()
1525 {
1526         return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1527 }
1528
1529 void UpdateTeamBubble()
1530 {
1531         if (!self.modelindex || !teams_matter)
1532                 return;
1533         // spawn a teambubble entity if needed
1534         if (!self.teambubbleentity && teams_matter)
1535         {
1536                 self.teambubbleentity = spawn();
1537                 self.teambubbleentity.owner = self;
1538                 self.teambubbleentity.exteriormodeltoclient = self;
1539                 self.teambubbleentity.think = TeamBubbleThink;
1540                 self.teambubbleentity.nextthink = time;
1541                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1542 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1543                 setorigin(self.teambubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1544                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1545                 self.teambubbleentity.mdl = self.teambubbleentity.model;
1546                 self.teambubbleentity.model = self.teambubbleentity.mdl;
1547                 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1548                 self.teambubbleentity.effects = EF_LOWPRECISION;
1549         }
1550 }
1551
1552 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1553 // added to the model skins
1554 /*void UpdateColorModHack()
1555 {
1556         local float c;
1557         c = self.clientcolors & 15;
1558         // LordHavoc: only bothering to support white, green, red, yellow, blue
1559              if (!teams_matter) self.colormod = '0 0 0';
1560         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1561         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1562         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1563         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1564         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1565         else self.colormod = '1 1 1';
1566 };*/
1567
1568 void respawn(void)
1569 {
1570         CopyBody(1);
1571         self.effects |= EF_NODRAW; // prevent another CopyBody
1572         PutClientInServer();
1573 }
1574
1575 void play_countdown(float finished, string samp)
1576 {
1577         if(clienttype(self) == CLIENTTYPE_REAL)
1578                 if(floor(finished - time - frametime) != floor(finished - time))
1579                         if(finished - time < 6)
1580                                 sound (self, CHAN_AUTO, samp, VOL_BASE, ATTN_NORM);
1581 }
1582
1583 /**
1584  * When sv_timeout is used this function returs strings like
1585  * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
1586  * Called by centerprint functions
1587  * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
1588  */
1589 string getTimeoutText(float addOneSecond) {
1590         if (!cvar("sv_timeout") || !timeoutStatus)
1591                 return "";
1592
1593         local string retStr;
1594         if (timeoutStatus == 1) {
1595                 if (addOneSecond == 1) {
1596                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
1597                 }
1598                 else {
1599                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
1600                 }
1601                 return retStr;
1602         }
1603         else if (timeoutStatus == 2) {
1604                 if (addOneSecond) {
1605                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
1606                         //don't show messages like "Timeout ends in 0 seconds"...
1607                         if ((remainingTimeoutTime + 1) > 0)
1608                                 return retStr;
1609                         else
1610                                 return "";
1611                 }
1612                 else {
1613                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
1614                         //don't show messages like "Timeout ends in 0 seconds"...
1615                         if (remainingTimeoutTime > 0)
1616                                 return retStr;
1617                         else
1618                                 return "";
1619                 }
1620         }
1621         else return "";
1622 }
1623
1624 void player_powerups (void)
1625 {
1626         if((self.items & IT_USING_JETPACK) && !self.deadflag)
1627         {
1628                 SoundEntity_StartSound(self, CHAN_PLAYER, "misc/jetpack_fly.wav", VOL_BASE, ATTN_IDLE);
1629                 self.modelflags |= MF_ROCKET;
1630         }
1631         else
1632         {
1633                 SoundEntity_StopSound(self, CHAN_PLAYER);
1634                 self.modelflags &~= MF_ROCKET;
1635         }
1636
1637         self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1638
1639         if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed
1640                 return;
1641
1642         if (g_minstagib)
1643         {
1644                 self.effects |= EF_FULLBRIGHT;
1645
1646                 if (self.items & IT_STRENGTH)
1647                 {
1648                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1649                         if (time > self.strength_finished)
1650                         {
1651                                 self.alpha = default_player_alpha;
1652                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1653                                 self.items &~= IT_STRENGTH;
1654                                 sprint(self, "^3Invisibility has worn off\n");
1655                         }
1656                 }
1657                 else
1658                 {
1659                         if (time < self.strength_finished)
1660                         {
1661                                 self.alpha = g_minstagib_invis_alpha;
1662                                 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1663                                 self.items |= IT_STRENGTH;
1664                                 sprint(self, "^3You are invisible\n");
1665                         }
1666                 }
1667
1668                 if (self.items & IT_INVINCIBLE)
1669                 {
1670                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1671                         if (time > self.invincible_finished)
1672                         {
1673                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1674                                 sprint(self, "^3Speed has worn off\n");
1675                         }
1676                 }
1677                 else
1678                 {
1679                         if (time < self.invincible_finished)
1680                         {
1681                                 self.items = self.items | IT_INVINCIBLE;
1682                                 sprint(self, "^3You are on speed\n");
1683                         }
1684                 }
1685                 return;
1686         }
1687
1688         if (self.items & IT_STRENGTH)
1689         {
1690                 play_countdown(self.strength_finished, "misc/poweroff.wav");
1691                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1692                 if (time > self.strength_finished)
1693                 {
1694                         self.items = self.items - (self.items & IT_STRENGTH);
1695                         sprint(self, "^3Strength has worn off\n");
1696                 }
1697         }
1698         else
1699         {
1700                 if (time < self.strength_finished)
1701                 {
1702                         self.items = self.items | IT_STRENGTH;
1703                         sprint(self, "^3Strength infuses your weapons with devastating power\n");
1704                 }
1705         }
1706         if (self.items & IT_INVINCIBLE)
1707         {
1708                 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1709                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1710                 if (time > self.invincible_finished)
1711                 {
1712                         self.items = self.items - (self.items & IT_INVINCIBLE);
1713                         sprint(self, "^3Shield has worn off\n");
1714                 }
1715         }
1716         else
1717         {
1718                 if (time < self.invincible_finished)
1719                 {
1720                         self.items = self.items | IT_INVINCIBLE;
1721                         sprint(self, "^3Shield surrounds you\n");
1722                 }
1723         }
1724
1725         if (cvar("g_fullbrightplayers"))
1726                 self.effects = self.effects | EF_FULLBRIGHT;
1727
1728         // midair gamemode: damage only while in the air
1729         // if in midair mode, being on ground grants temporary invulnerability
1730         // (this is so that multishot weapon don't clear the ground flag on the
1731         // first damage in the frame, leaving the player vulnerable to the
1732         // remaining hits in the same frame)
1733         if (self.flags & FL_ONGROUND)
1734         if (g_midair)
1735                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1736
1737         if (time >= game_starttime)
1738         if (time < self.spawnshieldtime)
1739                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1740 }
1741
1742 float CalcRegen(float current, float stable, float regenfactor)
1743 {
1744         if(current > stable)
1745                 return current;
1746         else if(current > stable - 0.25) // when close enough, "snap"
1747                 return stable;
1748         else
1749                 return min(stable, current + (stable - current) * regenfactor * frametime);
1750 }
1751
1752 void player_regen (void)
1753 {
1754         float maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
1755         maxh = cvar("g_balance_health_stable");
1756         maxa = cvar("g_balance_armor_stable");
1757         maxf = cvar("g_balance_fuel_stable");
1758         limith = cvar("g_balance_health_limit");
1759         limita = cvar("g_balance_armor_limit");
1760         limitf = cvar("g_balance_fuel_limit");
1761
1762         max_mod = regen_mod = rot_mod = limit_mod = 1;
1763
1764         if (self.runes & RUNE_REGEN)
1765         {
1766                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1767                 {
1768                         regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1769                         max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1770                         limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1771                 }
1772                 else
1773                 {
1774                         regen_mod = cvar("g_balance_rune_regen_regenrate");
1775                         max_mod = cvar("g_balance_rune_regen_hpmod");
1776                         limit_mod = cvar("g_balance_rune_regen_limitmod");
1777                 }
1778         }
1779         else if (self.runes & CURSE_VENOM)
1780         {
1781                 max_mod = cvar("g_balance_curse_venom_hpmod");
1782                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1783                         rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1784                 else
1785                         rot_mod = cvar("g_balance_curse_venom_rotrate");
1786                 limit_mod = cvar("g_balance_curse_venom_limitmod");
1787                 //if (!self.runes & RUNE_REGEN)
1788                 //      rot_mod = cvar("g_balance_curse_venom_rotrate");
1789         }
1790         maxh = maxh * max_mod;
1791         //maxa = maxa * max_mod;
1792         //maxf = maxf * max_mod;
1793         limith = limith * limit_mod;
1794         limita = limita * limit_mod;
1795         //limitf = limitf * limit_mod;
1796
1797         if (!g_minstagib && (!g_lms || cvar("g_lms_regenerate")))
1798         {
1799                 if (self.armorvalue > maxa)
1800                 {
1801                         if (time > self.pauserotarmor_finished)
1802                         {
1803                                 self.armorvalue = max(maxa, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime);
1804                                 self.armorvalue = max(maxa, self.armorvalue - cvar("g_balance_armor_rotlinear") * frametime);
1805                         }
1806                 }
1807                 else if (self.armorvalue < maxa)
1808                 {
1809                         if (time > self.pauseregen_finished)
1810                         {
1811                                 self.armorvalue = CalcRegen(self.armorvalue, maxa, cvar("g_balance_armor_regen"));
1812                                 self.armorvalue = min(maxa, self.armorvalue + cvar("g_balance_armor_regenlinear") * frametime);
1813                         }
1814                 }
1815                 if (self.armorvalue > limita)
1816                         self.armorvalue = limita;
1817
1818                 if (self.health > maxh)
1819                 {
1820                         if (time > self.pauserothealth_finished)
1821                         {
1822                                 self.health = max(maxh, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime);
1823                                 self.health = max(maxh, self.health - rot_mod*cvar("g_balance_health_rotlinear") * frametime);
1824                         }
1825                 }
1826                 else if (self.health < maxh)
1827                 {
1828                         if (time > self.pauseregen_finished)
1829                         {
1830                                 self.health = CalcRegen(self.health, maxh, regen_mod * cvar("g_balance_health_regen"));
1831                                 self.health = min(maxh, self.health + regen_mod*cvar("g_balance_health_regenlinear") * frametime);
1832                         }
1833                 }
1834                 if (self.health > limith)
1835                         self.health = limith;
1836
1837                 // if player rotted to death...  die!
1838                 if(self.health < 1)
1839                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1840         }
1841
1842         if (self.ammo_fuel > maxf)
1843         {
1844                 if (time > self.pauserotfuel_finished)
1845                 {
1846                         self.ammo_fuel = max(maxf, self.ammo_fuel + (maxf - self.ammo_fuel) * rot_mod*cvar("g_balance_fuel_rot") * frametime);
1847                         self.ammo_fuel = max(maxf, self.ammo_fuel - rot_mod*cvar("g_balance_fuel_rotlinear") * frametime);
1848                 }
1849         }
1850         else if (self.ammo_fuel < maxf)
1851         {
1852                 if(self.items & IT_FUEL_REGEN)
1853                 {
1854                         if (time > self.pauseregen_finished)
1855                         {
1856                                 self.ammo_fuel = CalcRegen(self.ammo_fuel, maxf, regen_mod * cvar("g_balance_fuel_regen"));
1857                                 self.ammo_fuel = min(maxf, self.ammo_fuel + regen_mod*cvar("g_balance_fuel_regenlinear") * frametime);
1858                         }
1859                 }
1860         }
1861         if (self.ammo_fuel > limitf)
1862                 self.ammo_fuel = limitf;
1863 }
1864
1865 float zoomstate_set;
1866 void SetZoomState(float z)
1867 {
1868         if(z != self.zoomstate)
1869                 ClientData_Touch(self);
1870         zoomstate_set = 1;
1871 }
1872
1873 void GetPressedKeys(void) {
1874         if (self.movement_x > 0) // get if movement keys are pressed
1875         {       // forward key pressed
1876                 self.pressedkeys |= KEY_FORWARD;
1877                 self.pressedkeys &~= KEY_BACKWARD;
1878         }
1879         else if (self.movement_x < 0)
1880         {       // backward key pressed
1881                 self.pressedkeys |= KEY_BACKWARD;
1882                 self.pressedkeys &~= KEY_FORWARD;
1883         }
1884         else
1885         {       // no x input
1886                 self.pressedkeys &~= KEY_FORWARD;
1887                 self.pressedkeys &~= KEY_BACKWARD;
1888         }
1889         
1890         if (self.movement_y > 0)
1891         {       // right key pressed
1892                 self.pressedkeys |= KEY_RIGHT;
1893                 self.pressedkeys &~= KEY_LEFT;
1894         }
1895         else if (self.movement_y < 0)
1896         {       // left key pressed
1897                 self.pressedkeys |= KEY_LEFT;
1898                 self.pressedkeys &~= KEY_RIGHT;
1899         }
1900         else
1901         {       // no y input
1902                 self.pressedkeys &~= KEY_RIGHT;
1903                 self.pressedkeys &~= KEY_LEFT;
1904         }
1905         
1906         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
1907                 self.pressedkeys |= KEY_JUMP;
1908         else
1909                 self.pressedkeys &~= KEY_JUMP;
1910         if (self.BUTTON_CROUCH)
1911                 self.pressedkeys |= KEY_CROUCH;
1912         else
1913                 self.pressedkeys &~= KEY_CROUCH;
1914 }
1915
1916 /*
1917 ======================
1918 spectate mode routines
1919 ======================
1920 */
1921 void SpectateCopy(entity spectatee) {
1922         self.armortype = spectatee.armortype;
1923         self.armorvalue = spectatee.armorvalue;
1924         self.ammo_cells = spectatee.ammo_cells;
1925         self.ammo_shells = spectatee.ammo_shells;
1926         self.ammo_nails = spectatee.ammo_nails;
1927         self.ammo_rockets = spectatee.ammo_rockets;
1928         self.ammo_fuel = spectatee.ammo_fuel;
1929         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1930         self.health = spectatee.health;
1931         self.impulse = 0;
1932         self.items = spectatee.items;
1933         self.metertime = spectatee.metertime;
1934         self.strength_finished = spectatee.strength_finished;
1935         self.invincible_finished = spectatee.invincible_finished;
1936         self.pressedkeys = spectatee.pressedkeys;
1937         self.weapons = spectatee.weapons;
1938         self.switchweapon = spectatee.switchweapon;
1939         self.weapon = spectatee.weapon;
1940         self.punchangle = spectatee.punchangle;
1941         self.view_ofs = spectatee.view_ofs;
1942         self.v_angle = spectatee.v_angle;
1943         self.velocity = spectatee.velocity;
1944         self.dmg_take = spectatee.dmg_take;
1945         self.dmg_save = spectatee.dmg_save;
1946         self.dmg_inflictor = spectatee.dmg_inflictor;
1947         self.angles = spectatee.v_angle;
1948         self.fixangle = TRUE;
1949         setorigin(self, spectatee.origin);
1950         setsize(self, spectatee.mins, spectatee.maxs);
1951         SetZoomState(spectatee.zoomstate);
1952 }
1953
1954 float SpectateUpdate() {
1955         if(!self.enemy)
1956                 return 0;
1957
1958         if (self == self.enemy)
1959                 return 0;
1960         
1961         if(self.enemy.classname != "player")
1962                 return 0;
1963
1964         SpectateCopy(self.enemy);
1965
1966         return 1;
1967 }
1968
1969 float SpectateNext() {
1970         other = find(self.enemy, classname, "player");
1971         if (!other) {
1972                 other = find(other, classname, "player");
1973         }
1974         if (other) {
1975                 self.enemy = other;
1976         }
1977         if(self.enemy.classname == "player") {
1978                 msg_entity = self;
1979                 WriteByte(MSG_ONE, SVC_SETVIEW);
1980                 WriteEntity(MSG_ONE, self.enemy);
1981                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1982                 if(!SpectateUpdate())
1983                         PutObserverInServer();
1984                 return 1;
1985         } else {
1986                 return 0;
1987         }
1988 }
1989
1990 /*
1991 =============
1992 ShowRespawnCountdown()
1993
1994 Update a respawn countdown display.
1995 =============
1996 */
1997 void ShowRespawnCountdown()
1998 {
1999         float number;
2000         if(self.deadflag == DEAD_NO) // just respawned?
2001                 return;
2002         else
2003         {
2004                 number = ceil(self.death_time - time);
2005                 if(number <= 0)
2006                         return;
2007                 if(number <= self.respawn_countdown)
2008                 {
2009                         self.respawn_countdown = number - 1;
2010                         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
2011                                 announce(self, strcat("announcer/robotic/", ftos(number), ".wav"));
2012                 }
2013         }
2014 }
2015
2016 void LeaveSpectatorMode()
2017 {
2018         if(isJoinAllowed()) {
2019                 if(!teams_matter || cvar("g_campaign") || cvar("g_balance_teams") || (self.wasplayer && cvar("g_changeteam_banned"))) {
2020                         self.classname = "player";
2021                         if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))
2022                                 JoinBestTeam(self, FALSE, TRUE);
2023                         if(cvar("g_campaign"))
2024                                 campaign_bots_may_start = 1;
2025                         PutClientInServer();
2026                         if(self.classname == "player")
2027                                 bprint ("^4", self.netname, "^4 is playing now\n");
2028                         if(!cvar("g_campaign"))
2029                                 centerprint(self,""); // clear MOTD
2030                         return;
2031                 } else {
2032                         stuffcmd(self,"menu_showteamselect\n");
2033                         return;
2034                 }
2035         }
2036         else {
2037                 //player may not join because of g_maxplayers is set
2038                 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
2039         }
2040 }
2041
2042 /**
2043  * Determines whether the player is allowed to join. This depends on cvar
2044  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2045  * it checks whether the number of currently playing players exceeds g_maxplayers.
2046  * @return bool TRUE if the player is allowed to join, false otherwise
2047  */
2048 float isJoinAllowed() {
2049         if (!cvar("g_maxplayers"))
2050                 return TRUE;
2051
2052         local entity e;
2053         local float currentlyPlaying;
2054         FOR_EACH_REALPLAYER(e) {
2055                 if(e.classname == "player")
2056                         currentlyPlaying += 1;
2057         }
2058         if(currentlyPlaying < cvar("g_maxplayers"))
2059                 return TRUE;
2060
2061         return FALSE;
2062 }
2063
2064 /**
2065  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2066  * g_maxplayers_spectator_blocktime seconds
2067  */
2068 void checkSpectatorBlock() {
2069         if(self.classname == "spectator" || self.classname == "observer") {
2070                 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {
2071                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2072                         dropclient(self);
2073                 }
2074         }
2075 }
2076
2077 float vercmp_recursive(string v1, string v2)
2078 {
2079         float dot1, dot2;
2080         string s1, s2;
2081         float r;
2082
2083         dot1 = strstrofs(v1, ".", 0);
2084         dot2 = strstrofs(v2, ".", 0);
2085         if(dot1 == -1)
2086                 s1 = v1;
2087         else
2088                 s1 = substring(v1, 0, dot1);
2089         if(dot2 == -1)
2090                 s2 = v2;
2091         else
2092                 s2 = substring(v2, 0, dot2);
2093
2094         r = stof(s1) - stof(s2);
2095         if(r != 0)
2096                 return r;
2097
2098         r = strcasecmp(s1, s2);
2099         if(r != 0)
2100                 return r;
2101
2102         if(dot1 == -1)
2103                 if(dot2 == -1)
2104                         return 0;
2105                 else
2106                         return -1;
2107         else
2108                 if(dot2 == -1)
2109                         return 1;
2110                 else
2111                         return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));
2112 }
2113
2114 float vercmp(string v1, string v2)
2115 {
2116         if(strcasecmp(v1, v2) == 0) // early out check
2117                 return 0;
2118         return vercmp_recursive(v1, v2);
2119 }
2120
2121 void ObserverThink()
2122 {
2123         if (self.flags & FL_JUMPRELEASED) {
2124                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2125                         self.welcomemessage_time = 0;
2126                         self.flags &~= FL_JUMPRELEASED;
2127                         self.flags |= FL_SPAWNING;
2128                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2129                         self.welcomemessage_time = 0;
2130                         self.flags &~= FL_JUMPRELEASED;
2131                         if(SpectateNext() == 1) {
2132                                 self.classname = "spectator";
2133                         }
2134                 }
2135         } else {
2136                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2137                         self.flags |= FL_JUMPRELEASED;
2138                         if(self.flags & FL_SPAWNING)
2139                         {
2140                                 self.flags &~= FL_SPAWNING;
2141                                 LeaveSpectatorMode();
2142                                 return;
2143                         }
2144                 }
2145         }
2146         PrintWelcomeMessage(self);
2147 }
2148
2149 void SpectatorThink()
2150 {
2151         if (self.flags & FL_JUMPRELEASED) {
2152                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2153                         self.welcomemessage_time = 0;
2154                         self.flags &~= FL_JUMPRELEASED;
2155                         self.flags |= FL_SPAWNING;
2156                 } else if(self.BUTTON_ATCK) {
2157                         self.welcomemessage_time = 0;
2158                         self.flags &~= FL_JUMPRELEASED;
2159                         if(SpectateNext() == 1) {
2160                                 self.classname = "spectator";
2161                         } else {
2162                                 self.classname = "observer";
2163                                 PutClientInServer();
2164                         }
2165                 } else if (self.BUTTON_ATCK2) {
2166                         self.welcomemessage_time = 0;
2167                         self.flags &~= FL_JUMPRELEASED;
2168                         self.classname = "observer";
2169                         PutClientInServer();
2170                 } else {
2171                         if(!SpectateUpdate())
2172                                 PutObserverInServer();
2173                 }
2174         } else {
2175                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2176                         self.flags |= FL_JUMPRELEASED;
2177                         if(self.flags & FL_SPAWNING)
2178                         {
2179                                 self.flags &~= FL_SPAWNING;
2180                                 LeaveSpectatorMode();
2181                                 return;
2182                         }
2183                 }
2184         }
2185         PrintWelcomeMessage(self);
2186         self.flags |= FL_CLIENT | FL_NOTARGET;
2187 }
2188
2189 .float touchexplode_time;
2190
2191 /*
2192 =============
2193 PlayerPreThink
2194
2195 Called every frame for each client before the physics are run
2196 =============
2197 */
2198 void() ctf_setstatus;
2199 void() nexball_setstatus;
2200 .float items_added;
2201 void PlayerPreThink (void)
2202 {
2203         self.stat_sys_ticrate = cvar("sys_ticrate");
2204         self.stat_game_starttime = game_starttime;
2205         self.stat_allow_oldnexbeam = cvar("g_allow_oldnexbeam");
2206
2207         if(blockSpectators && frametime)
2208                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2209                 checkSpectatorBlock();
2210         
2211         zoomstate_set = 0;
2212
2213         if(self.netname_previous != self.netname)
2214         {
2215                 if(cvar("sv_eventlog"))
2216                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2217                 if(self.netname_previous)
2218                         strunzone(self.netname_previous);
2219                 self.netname_previous = strzone(self.netname);
2220         }
2221
2222         // version nagging
2223         if(self.version_nagtime)
2224                 if(self.cvar_g_nexuizversion)
2225                         if(time > self.version_nagtime)
2226                         {
2227                                 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
2228                                 {
2229                                         if(strstr(cvar_string("g_nexuizversion"), "svn", 0) >= 0)
2230                                         {
2231                                                 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");
2232                                                 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"));
2233                                         }
2234                                         else
2235                                         {
2236                                                 float r;
2237                                                 r = vercmp(self.cvar_g_nexuizversion, cvar_string("g_nexuizversion"));
2238                                                 if(r < 0)
2239                                                 {
2240                                                         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");
2241                                                         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"));
2242                                                 }
2243                                                 else if(r > 0)
2244                                                 {
2245                                                         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");
2246                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n"));
2247                                                 }
2248                                         }
2249                                 }
2250                                 self.version_nagtime = 0;
2251                         }
2252
2253         // GOD MODE info
2254         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2255         {
2256                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2257                 self.max_armorvalue = 0;
2258         }
2259
2260         if(frametime)
2261                 antilag_record(self);
2262
2263         if(self.classname == "player") {
2264 //              if(self.netname == "Wazat")
2265 //                      bprint(self.classname, "\n");
2266
2267                 CheckRules_Player();
2268
2269                 PrintWelcomeMessage(self);
2270
2271                 if (intermission_running)
2272                 {
2273                         IntermissionThink ();   // otherwise a button could be missed between
2274                         return;                                 // the think tics
2275                 }
2276
2277                 if(self.teleport_time)
2278                 if(time > self.teleport_time)
2279                 {
2280                         self.teleport_time = 0;
2281                         self.effects = self.effects - (self.effects & EF_NODRAW);
2282                 }
2283
2284                 Nixnex_GiveCurrentWeapon();
2285
2286                 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
2287                         UpdateSelectedPlayer();
2288
2289                 //don't allow the player to turn around while game is paused!
2290                 if(timeoutStatus == 2) {
2291                         self.v_angle = self.lastV_angle;
2292                         self.angles = self.lastV_angle;
2293                         self.fixangle = TRUE;
2294                 }
2295
2296                 if(frametime)
2297                         player_powerups();
2298
2299                 if (self.deadflag != DEAD_NO)
2300                 {
2301                         float button_pressed, force_respawn;
2302                         if(frametime)
2303                                 player_anim();
2304                         button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2305                         force_respawn = (g_lms || cvar("g_forced_respawn"));
2306                         if (self.deadflag == DEAD_DYING)
2307                         {
2308                                 if(force_respawn)
2309                                         self.deadflag = DEAD_RESPAWNING;
2310                                 else if(!button_pressed)
2311                                         self.deadflag = DEAD_DEAD;
2312                         }
2313                         else if (self.deadflag == DEAD_DEAD)
2314                         {
2315                                 if(button_pressed)
2316                                         self.deadflag = DEAD_RESPAWNABLE;
2317                         }
2318                         else if (self.deadflag == DEAD_RESPAWNABLE)
2319                         {
2320                                 if(!button_pressed)
2321                                         self.deadflag = DEAD_RESPAWNING;
2322                         }
2323                         else if (self.deadflag == DEAD_RESPAWNING)
2324                         {
2325                                 if(time > self.death_time)
2326                                 {
2327                                         self.death_time = time + 1; // only retry once a second
2328                                         respawn();
2329                                 }
2330                         }
2331                         ShowRespawnCountdown();
2332                         return;
2333                 }
2334
2335                 if(g_touchexplode)
2336                 if(time > self.touchexplode_time)
2337                 if(self.classname == "player")
2338                 if(self.deadflag == DEAD_NO)
2339                 if not(IS_INDEPENDENT_PLAYER(self))
2340                 FOR_EACH_PLAYER(other) if(self != other)
2341                 {
2342                         if(time > other.touchexplode_time)
2343                         if(other.classname == "player")
2344                         if(other.deadflag == DEAD_NO)
2345                         if not(IS_INDEPENDENT_PLAYER(other))
2346                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2347                         {
2348                                 PlayerTouchExplode(self, other);
2349                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2350                         }
2351                 }
2352
2353                 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
2354                 {
2355                         vector dist;
2356
2357                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2358                         dist = self.prevorigin - self.origin;
2359                         dist_z = 0;
2360                         self.lms_traveled_distance += fabs(vlen(dist));
2361
2362                         if((cvar("g_campaign") && !campaign_bots_may_start) || (time < game_starttime))
2363                         {
2364                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
2365                                 self.lms_traveled_distance = 0;
2366                         }
2367
2368                         if(time > self.lms_nextcheck)
2369                         {
2370                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2371                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
2372                                 {
2373                                         centerprint(self, cvar_string("g_lms_campcheck_message"));
2374                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2375                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2376                                         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');
2377                                 }
2378                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
2379                                 self.lms_traveled_distance = 0;
2380                         }
2381                 }
2382
2383                 self.prevorigin = self.origin;
2384
2385                 if ((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss)
2386                 {
2387                         if (!self.crouch)
2388                         {
2389                                 self.crouch = TRUE;
2390                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2391                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2392                                 setanim(self, self.anim_duck, FALSE, TRUE, TRUE);
2393                         }
2394                 }
2395                 else
2396                 {
2397                         if (self.crouch)
2398                         {
2399                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2400                                 if (!trace_startsolid)
2401                                 {
2402                                         self.crouch = FALSE;
2403                                         self.view_ofs = PL_VIEW_OFS;
2404                                         setsize (self, PL_MIN, PL_MAX);
2405                                 }
2406                         }
2407                 }
2408                 
2409                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2410                 {
2411                         if(self.bloodloss_timer < time)
2412                         {
2413                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2414                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2415                         }
2416                 }
2417
2418                 FixPlayermodel();
2419
2420                 GrapplingHookFrame();
2421
2422                 if(frametime)
2423                 {
2424                         self.items &~= self.items_added;
2425
2426                         W_WeaponFrame();
2427
2428                         self.items_added = 0;
2429                         if(self.items & IT_JETPACK)
2430                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2431                                         self.items_added |= IT_FUEL;
2432
2433                         self.items |= self.items_added;
2434                 }
2435
2436                 player_regen();
2437                 if(frametime)
2438                         player_anim();
2439
2440                 if (g_minstagib)
2441                         minstagib_ammocheck();
2442
2443                 ctf_setstatus();
2444                 kh_setstatus();
2445                 nexball_setstatus();
2446
2447                 self.dmg_team = max(0, self.dmg_team - cvar("g_teamdamage_resetspeed") * frametime);
2448
2449                 //self.angles_y=self.v_angle_y + 90;   // temp
2450
2451                 //if (TetrisPreFrame()) return;
2452         } else if(gameover) {
2453                 if (intermission_running)
2454                         IntermissionThink ();   // otherwise a button could be missed between
2455                 return;
2456         } else if(self.classname == "observer") {
2457                 ObserverThink();
2458         } else if(self.classname == "spectator") {
2459                 SpectatorThink();
2460         }
2461
2462         if(!zoomstate_set)
2463                 SetZoomState(self.BUTTON_ZOOM || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX));
2464
2465         float oldspectatee_status;
2466         oldspectatee_status = self.spectatee_status;
2467         if(self.classname == "spectator")
2468                 self.spectatee_status = num_for_edict(self.enemy);
2469         else if(self.classname == "observer")
2470                 self.spectatee_status = num_for_edict(self);
2471         else
2472                 self.spectatee_status = 0;
2473         if(self.spectatee_status != oldspectatee_status)
2474         {
2475                 ClientData_Touch(self);
2476                 if(g_race)
2477                         race_InitSpectator();
2478         }
2479
2480         if(self.teamkill_soundtime)
2481         if(time > self.teamkill_soundtime)
2482         {
2483                 self.teamkill_soundtime = 0;
2484
2485                 entity oldpusher, oldself;
2486
2487                 oldself = self; self = self.teamkill_soundsource;
2488                 oldpusher = self.pusher; self.pusher = oldself;
2489
2490                 PlayerSound(playersound_teamshoot, CHAN_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2491
2492                 self.pusher = oldpusher;
2493                 self = oldself;
2494         }
2495
2496         if(self.taunt_soundtime)
2497         if(time > self.taunt_soundtime)
2498         {
2499                 self.taunt_soundtime = 0;
2500                 PlayerSound(playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT);
2501         }
2502
2503         target_voicescript_next(self);
2504 }
2505
2506 // on dragger:
2507 .entity dragentity;
2508 .float draggravity;
2509 .float dragspeed; // speed of mouse wheel action
2510 .float dragdistance; // distance of dragentity's draglocalvector from view_ofs
2511 .vector draglocalvector; // local attachment vector of the dragentity
2512 .float draglocalangle;
2513 // on draggee:
2514 .entity draggedby;
2515 .float dragmovetype;
2516 void Drag_Begin(entity dragger, entity draggee, vector touchpoint)
2517 {
2518         float tagscale;
2519
2520         draggee.dragmovetype = draggee.movetype;
2521         draggee.draggravity = draggee.gravity;
2522         draggee.movetype = MOVETYPE_WALK;
2523         draggee.gravity = 0.00001;
2524         draggee.flags &~= FL_ONGROUND;
2525         draggee.draggedby = dragger;
2526
2527         dragger.dragentity = draggee;
2528
2529         dragger.dragdistance = vlen(touchpoint - dragger.origin - dragger.view_ofs);
2530         dragger.draglocalangle = draggee.angles_y - dragger.v_angle_y;
2531         touchpoint = touchpoint - gettaginfo(draggee, 0);
2532         tagscale = pow(vlen(v_forward), -2);
2533         dragger.draglocalvector_x = touchpoint * v_forward * tagscale;
2534         dragger.draglocalvector_y = touchpoint * v_right * tagscale;
2535         dragger.draglocalvector_z = touchpoint * v_up * tagscale;
2536
2537         dragger.dragspeed = 64;
2538 }
2539
2540 void Drag_Finish(entity dragger)
2541 {
2542         entity draggee;
2543         draggee = dragger.dragentity;
2544         if(dragger)
2545                 dragger.dragentity = world;
2546         draggee.draggedby = world;
2547         draggee.movetype = draggee.dragmovetype;
2548         draggee.gravity = draggee.draggravity;
2549
2550         switch(draggee.movetype)
2551         {
2552                 case MOVETYPE_TOSS:
2553                 case MOVETYPE_WALK:
2554                 case MOVETYPE_STEP:
2555                 case MOVETYPE_FLYMISSILE:
2556                 case MOVETYPE_BOUNCE:
2557                 case MOVETYPE_BOUNCEMISSILE:
2558                         break;
2559                 default:
2560                         draggee.velocity = '0 0 0';
2561                         break;
2562         }
2563
2564         if((draggee.flags & FL_ITEM) && (vlen(draggee.velocity) < 32))
2565         {
2566                 draggee.velocity = '0 0 0';
2567                 draggee.flags |= FL_ONGROUND; // floating items are FUN
2568         }
2569 }
2570
2571 float Drag_IsDraggable(entity draggee)
2572 {
2573         // TODO add more checks for bad stuff here
2574         if(draggee.classname == "func_bobbing")
2575                 return FALSE;
2576         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)
2577                 return FALSE;
2578         if(draggee.classname == "plat")
2579                 return FALSE;
2580         if(draggee.classname == "func_button")
2581                 return FALSE;
2582         if(draggee.model == "")
2583                 return FALSE;
2584         if(draggee.classname == "spectator")
2585                 return FALSE;
2586         if(draggee.classname == "observer")
2587                 return FALSE;
2588         if(draggee.classname == "exteriorweaponentity")
2589                 return FALSE;
2590
2591         return TRUE;
2592 }
2593
2594 float Drag_MayChangeAngles(entity draggee)
2595 {
2596         // TODO add more checks for bad stuff here
2597         if(substring(draggee.model, 0, 1) == "*")
2598                 return FALSE;
2599         return TRUE;
2600 }
2601
2602 void Drag_MoveForward(entity dragger)
2603 {
2604         dragger.dragdistance += dragger.dragspeed;
2605 }
2606
2607 void Drag_SetSpeed(entity dragger, float s)
2608 {
2609         dragger.dragspeed = pow(2, s);
2610 }
2611
2612 void Drag_MoveBackward(entity dragger)
2613 {
2614         dragger.dragdistance = max(0, dragger.dragdistance - dragger.dragspeed);
2615 }
2616
2617 void Drag_Update(entity dragger)
2618 {
2619         vector curorigin, neworigin, goodvelocity;
2620         float f;
2621         entity draggee;
2622
2623         draggee = dragger.dragentity;
2624         draggee.flags &~= FL_ONGROUND;
2625
2626         curorigin = gettaginfo(draggee, 0);
2627         curorigin = curorigin + v_forward * dragger.draglocalvector_x + v_right * dragger.draglocalvector_y + v_up * dragger.draglocalvector_z;
2628         makevectors(dragger.v_angle);
2629         neworigin = dragger.origin + dragger.view_ofs + v_forward * dragger.dragdistance;
2630         goodvelocity = (neworigin - curorigin) * (1 / frametime);
2631
2632         while(draggee.angles_y - dragger.v_angle_y - dragger.draglocalangle > 180)
2633                 dragger.draglocalangle += 360;
2634         while(draggee.angles_y - dragger.v_angle_y - dragger.draglocalangle <= -180)
2635                 dragger.draglocalangle -= 360;
2636
2637         f = min(frametime * 10, 1);
2638         draggee.velocity = draggee.velocity * (1 - f) + goodvelocity * f;
2639
2640         if(Drag_MayChangeAngles(draggee))
2641                 draggee.angles_y = draggee.angles_y * (1 - f) + (dragger.v_angle_y + dragger.draglocalangle) * f;
2642         
2643         draggee.ltime = max(servertime + serverframetime, draggee.ltime); // fixes func_train breakage
2644
2645         te_lightning1(dragger, dragger.origin + dragger.view_ofs, curorigin);
2646 }
2647
2648 float Drag_CanDrag(entity dragger)
2649 {
2650         return (dragger.deadflag == DEAD_NO) || (dragger.classname == "player");
2651 }
2652
2653 float Drag_IsDragging(entity dragger)
2654 {
2655         if(!dragger.dragentity)
2656                 return FALSE;
2657         if(wasfreed(dragger.dragentity) || dragger.dragentity.draggedby != dragger)
2658         {
2659                 dragger.dragentity = world;
2660                 return FALSE;
2661         }
2662         if(!Drag_CanDrag(dragger) || !Drag_IsDraggable(dragger.dragentity))
2663         {
2664                 Drag_Finish(dragger);
2665                 return FALSE;
2666         }
2667         return TRUE;
2668 }
2669
2670 void Drag_MoveDrag(entity from, entity to)
2671 {
2672         if(from.draggedby)
2673         {
2674                 to.draggedby = from.draggedby;
2675                 to.draggedby.dragentity = to;
2676                 from.draggedby = world;
2677         }
2678 }
2679
2680 /*
2681 =============
2682 PlayerPostThink
2683
2684 Called every frame for each client after the physics are run
2685 =============
2686 */
2687 .float idlekick_lasttimeleft;
2688 .float race_penalty;
2689 .float race_penalty_nagged;
2690 .float race_penalty_nagtime;
2691 void PlayerPostThink (void)
2692 {
2693         // Savage: Check for nameless players
2694         if (strlen(self.netname) < 1) {
2695                 self.netname = "Player";
2696                 stuffcmd(self, "seta _cl_name Player\n");
2697         }
2698
2699         if(sv_maxidle && frametime)
2700         {
2701                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2702                 float timeleft;
2703                 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2704                 if(timeleft <= 0)
2705                 {
2706                         bprint("^3", self.netname, "^3 was kicked for idling.\n");
2707                         announce(self, "announcer/robotic/terminated.wav");
2708                         dropclient(self);
2709                         return;
2710                 }
2711                 else if(timeleft <= 10)
2712                 {
2713                         if(timeleft != self.idlekick_lasttimeleft)
2714                         {
2715                                 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
2716                                 announce(self, strcat("announcer/robotic/", ftos(timeleft), ".wav"));
2717                         }
2718                 }
2719                 else
2720                 {
2721                         centerprint_expire(self, CENTERPRIO_IDLEKICK);
2722                 }
2723                 self.idlekick_lasttimeleft = timeleft;
2724         }
2725
2726         if(sv_cheats)
2727                 if(Drag_CanDrag(self))
2728                         if(self.BUTTON_DRAG)
2729                                 if(!self.dragentity)
2730                                         if(self.cursor_trace_ent)
2731                                                 if(Drag_IsDraggable(self.cursor_trace_ent))
2732                                                 {
2733                                                         if(self.cursor_trace_ent.draggedby)
2734                                                                 Drag_Finish(self.cursor_trace_ent.draggedby);
2735                                                         if(self.cursor_trace_ent.tag_entity)
2736                                                                 detach_sameorigin(self.cursor_trace_ent);
2737                                                         Drag_Begin(self, self.cursor_trace_ent, self.cursor_trace_endpos);
2738                                                 }
2739         
2740         if(Drag_IsDragging(self))
2741         {
2742                 if(self.BUTTON_DRAG)
2743                 {
2744                         if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18)
2745                         {
2746                                 Drag_MoveForward(self);
2747                                 self.impulse = 0;
2748                         }
2749                         else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19)
2750                         {
2751                                 Drag_MoveBackward(self);
2752                                 self.impulse = 0;
2753                         }
2754                         else if(self.impulse >= 1 && self.impulse <= 9)
2755                         {
2756                                 Drag_SetSpeed(self, self.impulse - 1);
2757                         }
2758                         else if(self.impulse == 14)
2759                         {
2760                                 Drag_SetSpeed(self, 9);
2761                         }
2762
2763                         if(frametime)
2764                                 Drag_Update(self);
2765                 }
2766                 else
2767                 {
2768                         Drag_Finish(self);
2769                 }
2770         }
2771
2772         if(self.classname == "player") {
2773                 CheckRules_Player();
2774                 UpdateChatBubble();
2775                 UpdateTeamBubble();
2776                 if (self.impulse)
2777                         ImpulseCommands();
2778                 if (intermission_running)
2779                         return;         // intermission or finale
2780
2781                 //if (TetrisPostFrame()) return;
2782
2783                 // restart countdown
2784                         if(time < game_starttime) {
2785                                 if (!cvar("sv_ready_restart_after_countdown"))
2786                                 {
2787                                         if(self.movement != '0 0 0' && g_race && !g_race_qualifying)
2788                                         {
2789                                                 if(time < game_starttime - 2)
2790                                                 {
2791                                                         if(!self.race_penalty_nagged)
2792                                                         {
2793                                                                 // TODO better notification for this!
2794                                                                 self.race_penalty_nagtime = 0;
2795                                                                 self.race_penalty_nagged = 1;
2796                                                         }
2797                                                 }
2798                                                 else if(!self.race_penalty)
2799                                                 {
2800                                                         self.race_penalty_nagtime = 0;
2801                                                         self.race_penalty = time + 5;
2802                                                 }
2803                                         }
2804                                         if(time > self.race_penalty_nagtime)
2805                                         {
2806                                                 if(self.race_penalty > time)
2807                                                 {
2808                                                         centerprint_atprio(self, CENTERPRIO_IDLEKICK, "^1FIVE SECONDS PENALTY.");
2809                                                 }
2810                                                 else if(self.race_penalty_nagged && time < game_starttime - 2)
2811                                                 {
2812                                                         centerprint_atprio(self, CENTERPRIO_IDLEKICK, "^1DO NOT MOVE DURING THE COUNTDOWN.");
2813                                                 }
2814                                                 self.race_penalty_nagtime = time + self.cvar_scr_centertime * 0.6;
2815                                         }
2816                                         self.movetype = MOVETYPE_NONE;          
2817                                         self.velocity = '0 0 0';
2818                                         self.avelocity = '0 0 0';
2819                                         self.movement = '0 0 0';
2820                                 }
2821                         }
2822                         else if (time < self.race_penalty)
2823                         {
2824                                 self.movetype = MOVETYPE_NONE;          
2825                                 self.velocity = '0 0 0';
2826                                 self.avelocity = '0 0 0';
2827                                 self.movement = '0 0 0';
2828                         }
2829                         else
2830                         {
2831                                 //allow the player to move again if sv_ready_restart_after_countdown is not used and countdown is over
2832                                 if (!cvar("sv_ready_restart_after_countdown"))
2833                                 {
2834                                         if(self.movetype == MOVETYPE_NONE)
2835                                         {
2836                                                 self.movetype = MOVETYPE_WALK;
2837                                         }
2838                                         self.race_penalty = 0;
2839                                         self.race_penalty_nagged = 0;
2840                                 }
2841                         }
2842                 GetPressedKeys();
2843         } else if (self.classname == "observer") {
2844                 //do nothing
2845         } else if (self.classname == "spectator") {
2846                 //do nothing
2847         }
2848
2849         /*
2850         float i;
2851         for(i = 0; i < 1000; ++i)
2852         {
2853                 vector end;
2854                 end = self.origin + '0 0 1024' + 512 * randomvec();
2855                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2856                 if(trace_fraction < 1)
2857                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2858                 {
2859                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2860                         break;
2861                 }
2862         }
2863         */
2864
2865         Arena_Warmup();
2866
2867         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
2868 }