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