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