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- move RandomSelection to misc/
[divverent/nexuiz.git] / data / qcsrc / server / cl_client.qc
1 .float spectatee_status;
2 .float zoomstate;
3 .float bloodloss_timer;
4
5 .entity clientdata;
6 float ClientData_Send(entity to, float sf)
7 {
8         if(to != self.owner)
9         {
10                 error("wtf");
11                 return FALSE;
12         }
13
14         entity e;
15
16         e = to;
17         if(to.classname == "spectator")
18                 e = to.enemy;
19
20         sf = 0;
21
22         if(e.race_completed)
23                 sf |= 1; // forced scoreboard
24         if(to.spectatee_status)
25                 sf |= 2; // spectator ent number follows
26         if(e.zoomstate)
27                 sf |= 4; // zoomed
28         if(e.porto_v_angle_held)
29                 sf |= 8; // angles held
30         
31         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
32         WriteByte(MSG_ENTITY, sf);
33
34         if(sf & 2)
35                 WriteByte(MSG_ENTITY, to.spectatee_status);
36         
37         if(sf & 8)
38         {
39                 WriteAngle(MSG_ENTITY, e.v_angle_x);
40                 WriteAngle(MSG_ENTITY, e.v_angle_y);
41         }
42
43         return TRUE;
44 }
45
46 void ClientData_Attach()
47 {
48         Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
49         self.clientdata.drawonlytoclient = self;
50         self.clientdata.owner = self;
51 }
52
53 void ClientData_Detach()
54 {
55         remove(self.clientdata);
56         self.clientdata = world;
57 }
58
59 void ClientData_Touch(entity e)
60 {
61         e.clientdata.SendFlags = 1;
62
63         // make it spectatable
64         entity e2;
65         FOR_EACH_REALCLIENT(e2)
66         {
67                 if(e2 != e)
68                         if(e2.classname == "spectator")
69                                 if(e2.enemy == e)
70                                         e2.clientdata.SendFlags = 1;
71         }
72 }
73
74
75 #define SPAWNPOINT_SCORE frags
76
77 .string netname_previous;
78
79 void spawnfunc_info_player_survivor (void)
80 {
81         spawnfunc_info_player_deathmatch();
82 }
83
84 void spawnfunc_info_player_start (void)
85 {
86         spawnfunc_info_player_deathmatch();
87 }
88
89 void spawnfunc_info_player_deathmatch (void)
90 {
91         self.classname = "info_player_deathmatch";
92         relocate_spawnpoint();
93 }
94
95 void spawnpoint_use()
96 {
97         if(teams_matter)
98         if(have_team_spawns)
99         {
100                 self.team = activator.team;
101                 some_spawn_has_been_used = 1;
102         }
103 };
104
105 // Returns:
106 //   -1 if a spawn can't be used
107 //   otherwise, a weight of the spawnpoint
108 float Spawn_Score(entity spot, entity playerlist, float teamcheck)
109 {
110         float shortest, thisdist;
111         entity player;
112
113         // filter out spots for the wrong team
114         if(teamcheck)
115         if(spot.team != teamcheck)
116                 return -1;
117
118         if(race_spawns)
119                 if(spot.target == "")
120                         return -1;
121
122         // filter out spots for assault
123         if(spot.target != "") {
124                 local entity ent;
125                 float good, found;
126                 ent = find(world, targetname, spot.target);
127                 while(ent) {
128                         if(ent.classname == "target_objective")
129                         {
130                                 found = 1;
131                                 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
132                                         return -1;
133                                 good = 1;
134                         }
135                         else if(ent.classname == "trigger_race_checkpoint")
136                         {
137                                 found = 1;
138                                 if(self.classname == "player") // spectators may spawn everywhere
139                                 {
140                                         if(g_race_qualifying)
141                                         {
142                                                 // spawn at first
143                                                 if(ent.race_checkpoint != 0)
144                                                         return -1;
145                                                 if(spot.race_place != race_lowest_place_spawn)
146                                                         return -1;
147                                         }
148                                         else
149                                         {
150                                                 if(ent.race_checkpoint != race_PreviousCheckpoint(self.race_checkpoint))
151                                                         return -1;
152                                                 float pl;
153                                                 pl = self.race_place;
154                                                 if(pl > race_highest_place_spawn)
155                                                         pl = 0;
156                                                 if(spot.race_place != pl)
157                                                         return -1;
158                                         }
159                                 }
160                                 good = 1;
161                         }
162                         ent = find(ent, targetname, spot.target);
163                 }
164
165                 if(found && !good)
166                         return -1;
167         }
168
169         player = playerlist;
170         shortest = vlen(world.maxs - world.mins);
171         for(player = playerlist; player; player = player.chain)
172                 if (player != self)
173                 {
174                         thisdist = vlen(player.origin - spot.origin);
175                         if (thisdist < shortest)
176                                 shortest = thisdist;
177                 }
178         return shortest;
179 }
180
181 float spawn_allbad;
182 float spawn_allgood;
183 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
184 {
185         local entity spot, spotlist, spotlistend;
186         spawn_allgood = TRUE;
187         spawn_allbad = TRUE;
188
189         spotlist = world;
190         spotlistend = world;
191
192         for(spot = firstspot; spot; spot = spot.chain)
193         {
194                 spot.SPAWNPOINT_SCORE = Spawn_Score(spot, playerlist, teamcheck);
195
196                 if(cvar("spawn_debugview"))
197                 {
198                         setmodel(spot, "models/runematch/rune.mdl");
199                         if(spot.SPAWNPOINT_SCORE < mindist)
200                         {
201                                 spot.colormod = '1 0 0';
202                                 spot.scale = 1;
203                         }
204                         else
205                         {
206                                 spot.colormod = '0 1 0';
207                                 spot.scale = spot.SPAWNPOINT_SCORE / mindist;
208                         }
209                 }
210
211                 if(spot.SPAWNPOINT_SCORE >= 0) // spawning allowed here
212                 {
213                         if(spot.SPAWNPOINT_SCORE < mindist)
214                         {
215                                 // too short distance
216                                 spawn_allgood = FALSE;
217                         }
218                         else 
219                         {
220                                 // perfect
221                                 spawn_allbad = FALSE;
222
223                                 if(spotlistend)
224                                         spotlistend.chain = spot;
225                                 spotlistend = spot;
226                                 if(!spotlist)
227                                         spotlist = spot;
228
229                                 /*
230                                 if(teamcheck)
231                                 if(spot.team != teamcheck)
232                                         error("invalid spawn added");
233
234                                 print("added ", etos(spot), "\n");
235                                 */
236                         }
237                 }
238         }
239         if(spotlistend)
240                 spotlistend.chain = world;
241
242         /*
243                 entity e;
244                 if(teamcheck)
245                         for(e = spotlist; e; e = e.chain)
246                         {
247                                 print("seen ", etos(e), "\n");
248                                 if(e.team != teamcheck)
249                                         error("invalid spawn found");
250                         }
251         */
252
253         return spotlist;
254 }
255
256 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
257 {
258         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
259         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
260         local entity spot;
261
262         RandomSelection_Init();
263         for(spot = firstspot; spot; spot = spot.chain)
264                 RandomSelection_Add(spot, 0, string_null, pow(bound(lower, spot.SPAWNPOINT_SCORE, upper), exponent) * spot.cnt, spot.SPAWNPOINT_SCORE >= lower);
265
266         return RandomSelection_chosen_ent;
267 }
268
269 /*
270 =============
271 SelectSpawnPoint
272
273 Finds a point to respawn
274 =============
275 */
276 entity SelectSpawnPoint (float anypoint)
277 {
278         local float teamcheck;
279         local entity firstspot_new;
280         local entity spot, firstspot, playerlist;
281
282         spot = find (world, classname, "testplayerstart");
283         if (spot)
284                 return spot;
285
286         teamcheck = 0;
287
288         if(!anypoint && have_team_spawns)
289                 teamcheck = self.team;
290
291         // get the list of players
292         playerlist = findchain(classname, "player");
293         // get the entire list of spots
294         firstspot = findchain(classname, "info_player_deathmatch");
295         // filter out the bad ones
296         // (note this returns the original list if none survived)
297         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
298         if(!firstspot_new)
299                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck);
300         firstspot = firstspot_new;
301
302         // there is 50/50 chance of choosing a random spot or the furthest spot
303         // (this means that roughly every other spawn will be furthest, so you
304         // usually won't get fragged at spawn twice in a row)
305         if (arena_roundbased)
306         {
307                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck);
308                 if(firstspot_new)
309                         firstspot = firstspot_new;
310                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
311         }
312         else if (random() > cvar("g_spawn_furthest"))
313                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
314         else
315                 spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
316
317         if(cvar("spawn_debugview"))
318         {
319                 print("spot mindistance: ", ftos(spot.SPAWNPOINT_SCORE), "\n");
320
321                 entity e;
322                 if(teamcheck)
323                         for(e = firstspot; e; e = e.chain)
324                                 if(e.team != teamcheck)
325                                         error("invalid spawn found");
326         }
327
328         if (!spot)
329         {
330                 if(cvar("spawn_debug"))
331                         GotoNextMap();
332                 else
333                 {
334                         if(some_spawn_has_been_used)
335                                 return world; // team can't spawn any more, because of actions of other team
336                         else
337                                 error("Cannot find a spawn point - please fix the map!");
338                 }
339         }
340
341         return spot;
342 }
343
344 /*
345 =============
346 CheckPlayerModel
347
348 Checks if the argument string can be a valid playermodel.
349 Returns a valid one in doubt.
350 =============
351 */
352 string FallbackPlayerModel = "models/player/marine.zym";
353 string CheckPlayerModel(string plyermodel) {
354         if(strlen(plyermodel) < 4)
355                 return FallbackPlayerModel;
356         if( substring(plyermodel,0,14) != "models/player/")
357                 return FallbackPlayerModel;
358         else if(cvar("sv_servermodelsonly"))
359         {
360                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".zym")
361                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".dpm")
362                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".md3")
363                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".psk")
364                         return FallbackPlayerModel;
365 #ifdef ALLOW_VARIABLE_LOD
366                 // forbid the LOD models
367                 if(substring(plyermodel, strlen(plyermodel)-6,2) == "_1")
368                         return FallbackPlayerModel;
369                 if(substring(plyermodel, strlen(plyermodel)-6,2) == "_2")
370                         return FallbackPlayerModel;
371 #endif
372                 if(plyermodel != strtolower(plyermodel))
373                         return FallbackPlayerModel;
374                 if(!fexists(plyermodel))
375                         return FallbackPlayerModel;
376         }
377         return plyermodel;
378 }
379
380 /*
381 =============
382 Client_customizeentityforclient
383
384 LOD reduction
385 =============
386 */
387 float Client_customizeentityforclient()
388 {
389 #ifdef ALLOW_VARIABLE_LOD
390         // self: me
391         // other: the player viewing me
392         float distance;
393         float f;
394
395         if(self.classname != "player")
396                 return TRUE;
397
398         if(other.cvar_cl_playerdetailreduction <= 0)
399         {
400                 if(other.cvar_cl_playerdetailreduction <= -2)
401                         self.modelindex = self.modelindex_lod2;
402                 else if(other.cvar_cl_playerdetailreduction <= -1)
403                         self.modelindex = self.modelindex_lod1;
404                 else
405                         self.modelindex = self.modelindex_lod0;
406         }
407         else
408         {
409                 distance = vlen(self.origin - other.origin);
410                 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
411                 if(f > 10000)
412                         self.modelindex = self.modelindex_lod2;
413                 else if(f > 5000)
414                         self.modelindex = self.modelindex_lod1;
415                 else
416                         self.modelindex = self.modelindex_lod0;
417         }
418 #endif
419
420         return TRUE;
421 }
422
423 void UpdatePlayerSounds();
424 void setmodel_lod(entity e, string modelname)
425 {
426 #ifdef ALLOW_VARIABLE_LOD
427         string s;
428
429         // FIXME: this only supports 3-letter extensions
430         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1", substring(modelname, 0, strlen(modelname) - 4));
431         if(fexists(s))
432         {
433                 precache_model(s);
434                 setmodel(e, s); // players have high precision
435                 self.modelindex_lod1 = self.modelindex;
436         }
437         else
438                 self.modelindex_lod1 = -1;
439
440         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2", substring(modelname, 0, strlen(modelname) - 4));
441         if(fexists(s))
442         {
443                 precache_model(s);
444                 setmodel(e, s); // players have high precision
445                 self.modelindex_lod2 = self.modelindex;
446         }
447         else
448                 self.modelindex_lod2 = -1;
449
450         precache_model(modelname);
451         setmodel(e, modelname); // players have high precision
452         self.modelindex_lod0 = self.modelindex;
453
454         if(self.modelindex_lod1 < 0)
455                 self.modelindex_lod1 = self.modelindex;
456
457         if(self.modelindex_lod2 < 0)
458                 self.modelindex_lod2 = self.modelindex;
459 #else
460         precache_model(modelname);
461         setmodel(e, modelname); // players have high precision
462 #endif
463         player_setupanimsformodel();
464         UpdatePlayerSounds();
465 }
466
467 /*
468 =============
469 PutObserverInServer
470
471 putting a client as observer in the server
472 =============
473 */
474 void PutObserverInServer (void)
475 {
476         entity  spot;
477
478         race_PreSpawnObserver();
479
480         spot = SelectSpawnPoint (TRUE);
481         if(!spot)
482                 error("No spawnpoints for observers?!?\n");
483         RemoveGrapplingHook(self); // Wazat's Grappling Hook
484
485         if(clienttype(self) == CLIENTTYPE_REAL)
486         {
487                 msg_entity = self;
488                 WriteByte(MSG_ONE, SVC_SETVIEW);
489                 WriteEntity(MSG_ONE, self);
490         }
491
492         DropAllRunes(self);
493         kh_Key_DropAll(self, TRUE);
494
495         Portal_ClearAll(self);
496
497         if(self.flagcarried)
498                 DropFlag(self.flagcarried, world, world);
499         if(self.ballcarried)
500                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
501
502         WaypointSprite_PlayerDead();
503         
504         if(self.killcount != -666)
505         {
506                 if(g_lms)
507                 {
508                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
509                                 bprint ("^4", self.netname, "^4 has no more lives left\n");
510                         else
511                                 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
512                 }
513                 else
514                         bprint ("^4", self.netname, "^4 is spectating now\n");
515         }
516
517         PlayerScore_Clear(self); // clear scores when needed
518
519         self.spectatortime = time;
520         
521         self.classname = "observer";
522         self.iscreature = FALSE;
523         self.health = -666;
524         self.takedamage = DAMAGE_NO;
525         self.solid = SOLID_NOT;
526         self.movetype = MOVETYPE_NOCLIP;
527         self.flags = FL_CLIENT | FL_NOTARGET;
528         self.armorvalue = 666;
529         self.effects = 0;
530         self.armorvalue = cvar("g_balance_armor_start");
531         self.pauserotarmor_finished = 0;
532         self.pauserothealth_finished = 0;
533         self.pauseregen_finished = 0;
534         self.damageforcescale = 0;
535         self.death_time = 0;
536         self.dead_frame = 0;
537         self.alpha = 0;
538         self.scale = 0;
539         self.fade_time = 0;
540         self.pain_frame = 0;
541         self.pain_finished = 0;
542         self.strength_finished = 0;
543         self.invincible_finished = 0;
544         self.pushltime = 0;
545         self.think = SUB_Null;
546         self.nextthink = 0;
547         self.hook_time = 0;
548         self.runes = 0;
549         self.deadflag = DEAD_NO;
550         self.angles = spot.angles;
551         self.angles_z = 0;
552         self.fixangle = TRUE;
553         self.crouch = FALSE;
554
555         self.view_ofs = PL_VIEW_OFS;
556         setorigin (self, spot.origin);
557         setsize (self, '0 0 0', '0 0 0');
558         self.prevorigin = self.origin;
559         self.items = 0;
560         self.weapons = 0;
561         self.model = "";
562         self.modelindex = 0;
563         self.weapon = 0;
564         self.weaponmodel = "";
565         self.weaponentity = world;
566         self.exteriorweaponentity = world;
567         self.killcount = -666;
568         self.velocity = '0 0 0';
569         self.avelocity = '0 0 0';
570         self.punchangle = '0 0 0';
571         self.punchvector = '0 0 0';
572         self.oldvelocity = self.velocity;
573         self.customizeentityforclient = Client_customizeentityforclient;
574
575         self.team = -1;
576
577         if(g_arena)
578         {
579                 if(self.version_mismatch)
580                 {
581                         Spawnqueue_Unmark(self);
582                         Spawnqueue_Remove(self);
583                 }
584                 else
585                 {
586                         Spawnqueue_Insert(self);
587                 }
588         }
589         else if(g_lms)
590         {
591                 // Only if the player cannot play at all
592                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
593                         self.frags = FRAGS_SPECTATOR;
594                 else
595                         self.frags = FRAGS_LMS_LOSER;
596         }
597         else
598                 self.frags = FRAGS_SPECTATOR;
599 }
600
601 float RestrictSkin(float s)
602 {
603         if(!teams_matter)
604                 return s;
605         if(s == 6)
606                 return 6;
607         return mod(s, 3);
608 }
609
610 void FixPlayermodel()
611 {
612         local string defaultmodel;
613         local float defaultskin, chmdl, oldskin;
614         local vector m1, m2;
615
616         defaultmodel = "";
617
618         if(cvar("sv_defaultcharacter") == 1) {
619                 defaultskin = 0;
620
621                 if(teams_matter)
622                 {
623                         defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", Team_ColorNameLowerCase(self.team)));
624                         defaultskin = cvar(strcat("sv_defaultplayerskin_", Team_ColorNameLowerCase(self.team)));
625                 }
626
627                 if(defaultmodel == "")
628                 {
629                         defaultmodel = cvar_string("sv_defaultplayermodel");
630                         defaultskin = cvar("sv_defaultplayerskin");
631                 }
632         }
633
634         if(self.modelindex == 0 && self.deadflag == DEAD_NO)
635         {
636                 if(self.model != "")
637                         bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n");
638                 self.model = ""; // force the != checks to return true
639         }
640
641         if(defaultmodel != "")
642         {
643                 if (defaultmodel != self.model)
644                 {
645                         m1 = self.mins;
646                         m2 = self.maxs;
647                         setmodel_lod (self, defaultmodel);
648                         setsize (self, m1, m2);
649                 }
650
651                 self.skin = defaultskin;
652                 self.species = player_getspecies();
653         } else {
654                 if (self.playermodel != self.model)
655                 {
656                         self.playermodel = CheckPlayerModel(self.playermodel);
657                         m1 = self.mins;
658                         m2 = self.maxs;
659                         setmodel_lod (self, self.playermodel);
660                         setsize (self, m1, m2);
661                         chmdl = TRUE;
662                 }
663
664                 oldskin = self.skin;
665                 self.skin = RestrictSkin(stof(self.playerskin));
666
667                 if(chmdl || oldskin != self.skin)
668                         self.species = player_getspecies(); // model or skin has changed
669         }
670
671         if(!teams_matter)
672                 if(strlen(cvar_string("sv_defaultplayercolors")))
673                         if(self.clientcolors != cvar("sv_defaultplayercolors"))
674                                 setcolor(self, cvar("sv_defaultplayercolors"));
675 }
676
677 void PlayerTouchExplode(entity p1, entity p2)
678 {
679         vector org;
680         org = (p1.origin + p2.origin) * 0.5;
681         org_z += (p1.mins_z + p2.mins_z) * 0.5;
682
683         te_explosion(org);
684
685         entity e;
686         e = spawn();
687         setorigin(e, org);
688         RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
689         remove(e);
690 }
691
692 /*
693 =============
694 PutClientInServer
695
696 Called when a client spawns in the server
697 =============
698 */
699 //void() ctf_playerchanged;
700 void PutClientInServer (void)
701 {
702         if(clienttype(self) == CLIENTTYPE_BOT)
703         {
704                 self.classname = "player";
705         }
706         else if(clienttype(self) == CLIENTTYPE_REAL)
707         {
708                 msg_entity = self;
709                 WriteByte(MSG_ONE, SVC_SETVIEW);
710                 WriteEntity(MSG_ONE, self);
711         }
712
713         // player is dead and becomes observer
714         // FIXME fix LMS scoring for new system
715         if(g_lms)
716         {
717                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
718                         self.classname = "observer";
719         }
720
721         if(g_arena)
722         if(!self.spawned)
723                 self.classname = "observer";
724
725         if(self.classname == "player") {
726                 entity spot, oldself;
727
728                 if(self.team < 0)
729                         JoinBestTeam(self, FALSE, TRUE);
730
731                 race_PreSpawn();
732
733                 spot = SelectSpawnPoint (FALSE);
734                 if(!spot)
735                 {
736                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
737                         return; // spawn failed
738                 }
739
740                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
741                 self.campingrifle_bulletcounter = 0;
742
743                 self.classname = "player";
744                 self.wasplayer = TRUE;
745                 self.iscreature = TRUE;
746                 self.movetype = MOVETYPE_WALK;
747                 self.solid = SOLID_SLIDEBOX;
748                 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
749                 self.frags = FRAGS_PLAYER;
750                 if(independent_players)
751                         MAKE_INDEPENDENT_PLAYER(self);
752                 self.flags = FL_CLIENT;
753                 self.takedamage = DAMAGE_AIM;
754                 if(g_minstagib)
755                         self.effects = EF_FULLBRIGHT;
756                 else
757                         self.effects = 0;
758                 self.air_finished = time + 12;
759                 self.dmg = 2;
760
761                 if(inWarmupStage)
762                 {
763                         self.ammo_shells = warmup_start_ammo_shells;
764                         self.ammo_nails = warmup_start_ammo_nails;
765                         self.ammo_rockets = warmup_start_ammo_rockets;
766                         self.ammo_cells = warmup_start_ammo_cells;
767                         self.ammo_fuel = warmup_start_ammo_fuel;
768                         self.health = warmup_start_health;
769                         self.armorvalue = warmup_start_armorvalue;
770                         self.weapons = warmup_start_weapons;
771                 }
772                 else
773                 {
774                         self.ammo_shells = start_ammo_shells;
775                         self.ammo_nails = start_ammo_nails;
776                         self.ammo_rockets = start_ammo_rockets;
777                         self.ammo_cells = start_ammo_cells;
778                         self.ammo_fuel = start_ammo_fuel;
779                         self.health = start_health;
780                         self.armorvalue = start_armorvalue;
781                         self.weapons = start_weapons;
782                 }
783                 self.items = start_items;
784                 self.switchweapon = w_getbestweapon(self);
785                 self.cnt = self.switchweapon;
786                 self.weapon = 0;
787                 self.jump_interval = time;
788
789                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
790                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
791                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
792                 self.pauserotfuel_finished = time + cvar("g_balance_pause_fuel_rot_spawn");
793                 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
794                 //extend the pause of rotting if client was reset at the beginning of the countdown
795                 if(!cvar("sv_ready_restart_after_countdown") && time < game_starttime) { // TODO why is this cvar NOTted?
796                         self.spawnshieldtime += game_starttime - time;
797                         self.pauserotarmor_finished += game_starttime - time;
798                         self.pauserothealth_finished += game_starttime - time;
799                         self.pauseregen_finished += game_starttime - time;
800                 }
801                 self.damageforcescale = 2;
802                 self.death_time = 0;
803                 self.dead_frame = 0;
804                 self.alpha = 0;
805                 self.scale = 0;
806                 self.fade_time = 0;
807                 self.pain_frame = 0;
808                 self.pain_finished = 0;
809                 self.strength_finished = 0;
810                 self.invincible_finished = 0;
811                 self.pushltime = 0;
812                 //self.speed_finished = 0;
813                 //self.slowmo_finished = 0;
814                 // players have no think function
815                 self.think = SUB_Null;
816                 self.nextthink = 0;
817                 self.hook_time = 0;
818                 self.dmg_team = 0;
819
820                 self.metertime = 0;
821
822                 self.runes = 0;
823
824                 self.deadflag = DEAD_NO;
825
826                 self.angles = spot.angles;
827
828                 self.angles_z = 0; // never spawn tilted even if the spot says to
829                 self.fixangle = TRUE; // turn this way immediately
830                 self.velocity = '0 0 0';
831                 self.avelocity = '0 0 0';
832                 self.punchangle = '0 0 0';
833                 self.punchvector = '0 0 0';
834                 self.oldvelocity = self.velocity;
835
836                 msg_entity = self;
837                 WRITESPECTATABLE_MSG_ONE({
838                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
839                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);
840                 });
841
842                 self.customizeentityforclient = Client_customizeentityforclient;
843
844                 self.model = "";
845                 FixPlayermodel();
846
847                 self.crouch = FALSE;
848                 self.view_ofs = PL_VIEW_OFS;
849                 setsize (self, PL_MIN, PL_MAX);
850                 self.spawnorigin = spot.origin;
851                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
852                 // don't reset back to last position, even if new position is stuck in solid
853                 self.oldorigin = self.origin;
854                 self.prevorigin = self.origin;
855
856                 if(g_arena)
857                 {
858                         Spawnqueue_Remove(self);
859                         Spawnqueue_Mark(self);
860                 }
861
862                 self.event_damage = PlayerDamage;
863
864                 self.bot_attack = TRUE;
865
866                 self.statdraintime = time + 5;
867                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
868
869                 if(self.killcount == -666) {
870                         PlayerScore_Clear(self);
871                         self.killcount = 0;
872                 }
873
874                 self.cnt = WEP_LASER;
875                 self.nixnex_lastchange_id = -1;
876
877                 CL_SpawnWeaponentity();
878                 self.alpha = default_player_alpha;
879                 self.colormod = '1 1 1' * cvar("g_player_brightness");
880                 self.exteriorweaponentity.alpha = default_weapon_alpha;
881
882                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
883                 self.lms_traveled_distance = 0;
884                 self.speedrunning = FALSE;
885
886                 race_PostSpawn(spot);
887
888                 if(cvar("spawn_debug"))
889                 {
890                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
891                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
892                 }
893
894                 //stuffcmd(self, "chase_active 0");
895                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
896
897                 if (cvar("g_spawnsound"))
898                         sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
899
900                 if(g_assault) {
901                         if(self.team == assault_attacker_team)
902                                 centerprint(self, "You are attacking!");
903                         else
904                                 centerprint(self, "You are defending!");
905                 }
906
907                 target_voicescript_clear(self);
908
909                 oldself = self;
910                 self = spot;
911                         activator = oldself;
912                                 SUB_UseTargets();
913                         activator = world;
914                 self = oldself;
915
916         } else if(self.classname == "observer") {
917                 PutObserverInServer ();
918         }
919
920         //if(g_ctf)
921         //      ctf_playerchanged();
922 }
923
924 float ClientInit_SendEntity(entity to, float sf)
925 {
926         float i;
927         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
928         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
929         for(i = 1; i <= 24; ++i)
930                 WriteByte(MSG_ENTITY, (get_weaponinfo(i)).impulse + 1);
931         WriteCoord(MSG_ENTITY, hook_shotorigin_x);
932         WriteCoord(MSG_ENTITY, hook_shotorigin_y);
933         WriteCoord(MSG_ENTITY, hook_shotorigin_z);
934
935         if(sv_foginterval && world.fog != "")
936                 WriteString(MSG_ENTITY, world.fog);
937         else
938                 WriteString(MSG_ENTITY, "");
939         WriteByte(MSG_ENTITY, cvar("g_balance_armor_blockpercent") * 255.0);
940         return TRUE;
941 }
942
943 void ClientInit_Spawn()
944 {
945         Net_LinkEntity(spawn(), FALSE, 0, ClientInit_SendEntity);
946 }
947
948 /*
949 =============
950 SetNewParms
951 =============
952 */
953 void SetNewParms (void)
954 {
955         // initialize parms for a new player
956         parm1 = -(86400 * 366);
957 }
958
959 /*
960 =============
961 SetChangeParms
962 =============
963 */
964 void SetChangeParms (void)
965 {
966         // save parms for level change
967         parm1 = self.parm_idlesince - time;
968 }
969
970 /*
971 =============
972 DecodeLevelParms
973 =============
974 */
975 void DecodeLevelParms (void)
976 {
977         // load parms
978         self.parm_idlesince = parm1;
979         if(self.parm_idlesince == -(86400 * 366))
980                 self.parm_idlesince = time;
981
982         // whatever happens, allow 60 seconds of idling directly after connect for map loading
983         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
984 }
985
986 /*
987 =============
988 ClientKill
989
990 Called when a client types 'kill' in the console
991 =============
992 */
993
994 void ClientKill_Now_TeamChange()
995 {
996         if(self.killindicator_teamchange == -1)
997         {
998                 self.team = -1;
999                 JoinBestTeam( self, FALSE, FALSE );
1000         }
1001         else
1002                 SV_ChangeTeam(self.killindicator_teamchange - 1);
1003 }
1004
1005 void ClientKill_Now()
1006 {
1007         if(self.killindicator_teamchange)
1008                 ClientKill_Now_TeamChange();
1009
1010         // in any case:
1011         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1012
1013         if(self.killindicator)
1014         {
1015                 dprint("Cleaned up after a leaked kill indicator.\n");
1016                 remove(self.killindicator);
1017                 self.killindicator = world;
1018         }
1019 }
1020 void KillIndicator_Think()
1021 {
1022         if (!self.owner.modelindex)
1023         {
1024                 self.owner.killindicator = world;
1025                 remove(self);
1026                 return;
1027         }
1028
1029         if(self.cnt <= 0)
1030         {
1031                 self = self.owner;
1032                 ClientKill_Now(); // no oldself needed
1033                 return;
1034         }
1035         else
1036         {
1037                 if(self.cnt <= 10)
1038                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1039                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1040                 {
1041                         if(self.cnt <= 10)
1042                                 announce(self.owner, strcat("announcer/robotic/", ftos(self.cnt), ".wav"));
1043                         if(self.owner.killindicator_teamchange)
1044                         {
1045                                 if(self.owner.killindicator_teamchange == -1)
1046                                         centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
1047                                 else
1048                                         centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
1049                         }
1050                         else
1051                                 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
1052                 }
1053                 self.nextthink = time + 1;
1054                 self.cnt -= 1;
1055         }
1056 }
1057
1058 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto
1059 {
1060         float killtime;
1061         entity e;
1062         killtime = cvar("g_balance_kill_delay");
1063
1064         self.killindicator_teamchange = targetteam;
1065
1066         if(!self.killindicator)
1067         {
1068                 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
1069                 {
1070                         ClientKill_Now();
1071                 }
1072                 else
1073                 {
1074                         self.killindicator = spawn();
1075                         self.killindicator.owner = self;
1076                         self.killindicator.scale = 0.5;
1077                         setattachment(self.killindicator, self, "");
1078                         setorigin(self.killindicator, '0 0 52');
1079                         self.killindicator.think = KillIndicator_Think;
1080                         self.killindicator.nextthink = time + (self.lip) * 0.05;
1081                         self.killindicator.cnt = ceil(killtime);
1082                         self.killindicator.count = bound(0, ceil(killtime), 10);
1083                         sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1084
1085                         for(e = world; (e = find(e, classname, "body")) != world; )
1086                         {
1087                                 if(e.enemy != self)
1088                                         continue;
1089                                 e.killindicator = spawn();
1090                                 e.killindicator.owner = e;
1091                                 e.killindicator.scale = 0.5;
1092                                 setattachment(e.killindicator, e, "");
1093                                 setorigin(e.killindicator, '0 0 52');
1094                                 e.killindicator.think = KillIndicator_Think;
1095                                 e.killindicator.nextthink = time + (e.lip) * 0.05;
1096                                 e.killindicator.cnt = ceil(killtime);
1097                         }
1098                         self.lip = 0;
1099                 }
1100         }
1101         if(self.killindicator)
1102         {
1103                 if(targetteam)
1104                         self.killindicator.colormod = TeamColor(targetteam);
1105                 else
1106                         self.killindicator.colormod = '0 0 0';
1107         }
1108 }
1109
1110 void ClientKill (void)
1111 {
1112         ClientKill_TeamChange(0);
1113 }
1114
1115 void DoTeamChange(float destteam)
1116 {
1117         float t, c0;
1118         if(!teams_matter)
1119         {
1120                 if(destteam >= 0)
1121                         SetPlayerColors(self, destteam);
1122                 return;
1123         }
1124         if(self.classname == "player")
1125         if(destteam == -1)
1126         {
1127                 CheckAllowedTeams(self);
1128                 t = FindSmallestTeam(self, TRUE);
1129                 switch(self.team)
1130                 {
1131                         case COLOR_TEAM1: c0 = c1; break;
1132                         case COLOR_TEAM2: c0 = c2; break;
1133                         case COLOR_TEAM3: c0 = c3; break;
1134                         case COLOR_TEAM4: c0 = c4; break;
1135                         default:          c0 = 999;
1136                 }
1137                 switch(t)
1138                 {
1139                         case 1:
1140                                 if(c0 > c1)
1141                                         destteam = COLOR_TEAM1;
1142                                 break;
1143                         case 2:
1144                                 if(c0 > c2)
1145                                         destteam = COLOR_TEAM2;
1146                                 break;
1147                         case 3:
1148                                 if(c0 > c3)
1149                                         destteam = COLOR_TEAM3;
1150                                 break;
1151                         case 4:
1152                                 if(c0 > c4)
1153                                         destteam = COLOR_TEAM4;
1154                                 break;
1155                 }
1156                 if(destteam == -1)
1157                         return;
1158         }
1159         if(destteam == self.team && destteam >= 0 && !self.killindicator)
1160                 return;
1161         ClientKill_TeamChange(destteam);
1162 }
1163
1164 void FixClientCvars(entity e)
1165 {
1166         // send prediction settings to the client
1167         stuffcmd(e, "\nin_bindmap 0 0\n");
1168         /*
1169          * we no longer need to stuff this. Remove this comment block if you feel 
1170          * 2.3 and higher (or was it 2.2.3?) don't need these any more
1171         stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
1172         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
1173         stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
1174         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
1175         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
1176         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
1177         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
1178         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
1179         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
1180         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
1181         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
1182         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
1183         stuffcmd(e, "cl_movement_edgefriction 1\n");
1184          */
1185 }
1186
1187 /*
1188 =============
1189 ClientConnect
1190
1191 Called when a client connects to the server
1192 =============
1193 */
1194 //void ctf_clientconnect();
1195 string ColoredTeamName(float t);
1196 void DecodeLevelParms (void);
1197 //void dom_player_join_team(entity pl);
1198 void ClientConnect (void)
1199 {
1200         local string s;
1201         float t;
1202
1203         if(self.flags & FL_CLIENT)
1204         {
1205                 print("Warning: ClientConnect, but already connected!\n");
1206                 return;
1207         }
1208
1209         if(Ban_MaybeEnforceBan(self))
1210                 return;
1211
1212         DecodeLevelParms();
1213
1214         self.classname = "player_joining";
1215
1216         self.flags = FL_CLIENT;
1217         self.version_nagtime = time + 10 + random() * 10;
1218
1219         if(player_count<0)
1220         {
1221                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1222                 player_count = 0;
1223         }
1224
1225         PlayerScore_Attach(self);
1226         ClientData_Attach();
1227
1228         bot_clientconnect();
1229
1230         race_PreSpawnObserver();
1231
1232         //if(g_domination)
1233         //      dom_player_join_team(self);
1234
1235         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1236
1237         if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {
1238                 self.classname = "observer";
1239         } else {
1240                 if(teams_matter)
1241                 {
1242                         if(cvar("g_balance_teams") || cvar("g_balance_teams_force"))
1243                         {
1244                                 self.classname = "player";
1245                                 campaign_bots_may_start = 1;
1246                         }
1247                         else
1248                         {
1249                                 self.classname = "observer"; // do it anyway
1250                         }
1251                 }
1252                 else
1253                 {
1254                         self.classname = "player";
1255                         campaign_bots_may_start = 1;
1256                 }
1257         }
1258
1259         self.playerid = (playerid_last = playerid_last + 1);
1260         if(cvar("sv_eventlog"))
1261         {
1262                 if(clienttype(self) == CLIENTTYPE_REAL)
1263                         GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", self.netaddress, ":", self.netname));
1264                 else
1265                         GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":bot:", self.netname));
1266                 s = strcat(":team:", ftos(self.playerid), ":");
1267                 s = strcat(s, ftos(self.team));
1268                 GameLogEcho(s);
1269         }
1270         self.netname_previous = strzone(self.netname);
1271
1272         //stuffcmd(self, "set tmpviewsize $viewsize \n");
1273
1274         bprint ("^4",self.netname);
1275         bprint ("^4 connected");
1276
1277         if(g_domination || g_ctf)
1278         {
1279                 bprint(" and joined the ");
1280                 bprint(ColoredTeamName(self.team));
1281         }
1282
1283         bprint("\n");
1284
1285         self.welcomemessage_time = 0;
1286
1287         stuffcmd(self, strcat(clientstuff, "\n"));
1288         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1289         stuffcmd(self, "cl_particles_reloadeffects\n");
1290
1291         FixClientCvars(self);
1292
1293         // spawnfunc_waypoint sprites
1294         WaypointSprite_InitClient(self);
1295
1296         // Wazat's grappling hook
1297         SetGrappleHookBindings();
1298
1299         // get autoswitch state from player when he toggles it
1300         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1301
1302         // get version info from player
1303         stuffcmd(self, "cmd clientversion $gameversion\n");
1304
1305         // get other cvars from player
1306         GetCvars(0);
1307
1308         // set cvar for team scoreboard
1309         stuffcmd(self, strcat("set teamplay ", ftos(teamplay), "\n"));
1310
1311         // notify about available teams
1312         if(teams_matter)
1313         {
1314                 CheckAllowedTeams(self);
1315                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1316                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1317         }
1318         else
1319                 stuffcmd(self, "set _teams_available 0\n");
1320
1321         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1322
1323         if(g_arena)
1324         {
1325                 self.classname = "observer";
1326                 Spawnqueue_Insert(self);
1327         }
1328         /*else if(g_ctf)
1329         {
1330                 ctf_clientconnect();
1331         }*/
1332
1333         if(teams_matter || sv_cheats)
1334                 attach_entcs();
1335
1336         bot_relinkplayerlist();
1337
1338         self.spectatortime = time;
1339         if(blockSpectators)
1340         {
1341                 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"));
1342         }
1343
1344         self.jointime = time;
1345         self.allowedTimeouts = cvar("sv_timeout_number");
1346
1347         if(clienttype(self) == CLIENTTYPE_REAL)
1348         {
1349                 if(cvar("g_bugrigs"))
1350                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1351         }
1352
1353         if(g_lms)
1354         {
1355                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1356                 {
1357                         PlayerScore_Add(self, SP_LMS_RANK, 666);
1358                         self.frags = FRAGS_SPECTATOR;
1359                 }
1360         }
1361
1362         if(!sv_foginterval && world.fog != "")
1363                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1364
1365         SoundEntity_Attach(self);
1366
1367         if(cvar("g_hitplots"))
1368         {
1369                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1370                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1371         }
1372         else
1373                 self.hitplotfh = -1;
1374 }
1375
1376 /*
1377 =============
1378 ClientDisconnect
1379
1380 Called when a client disconnects from the server
1381 =============
1382 */
1383 .entity chatbubbleentity;
1384 .entity teambubbleentity;
1385 void ReadyCount();
1386 void ClientDisconnect (void)
1387 {
1388         if not(self.flags & FL_CLIENT)
1389         {
1390                 print("Warning: ClientDisconnect without ClientConnect\n");
1391                 return;
1392         }
1393
1394         if(self.hitplotfh >= 0)
1395         {
1396                 fclose(self.hitplotfh);
1397                 self.hitplotfh = -1;
1398         }
1399
1400         bot_clientdisconnect();
1401
1402         if(self.entcs)
1403                 detach_entcs();
1404         
1405         if(cvar("sv_eventlog"))
1406                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1407         bprint ("^4",self.netname);
1408         bprint ("^4 disconnected\n");
1409         
1410         SoundEntity_Detach(self);
1411
1412         DropAllRunes(self);
1413         kh_Key_DropAll(self, TRUE);
1414
1415         Portal_ClearAll(self);
1416
1417         if(self.flagcarried)
1418                 DropFlag(self.flagcarried, world, world);
1419         if(self.ballcarried)
1420                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
1421
1422         // Here, everything has been done that requires this player to be a client.
1423
1424         self.flags &~= FL_CLIENT;
1425
1426         if (self.chatbubbleentity)
1427                 remove (self.chatbubbleentity);
1428
1429         if (self.teambubbleentity)
1430                 remove (self.teambubbleentity);
1431
1432         if (self.killindicator)
1433                 remove (self.killindicator);
1434
1435         WaypointSprite_PlayerGone();
1436
1437         bot_relinkplayerlist();
1438
1439         // remove laserdot
1440         if(self.weaponentity)
1441                 if(self.weaponentity.lasertarget)
1442                         remove(self.weaponentity.lasertarget);
1443
1444         if(g_arena)
1445         {
1446                 Spawnqueue_Unmark(self);
1447                 Spawnqueue_Remove(self);
1448         }
1449
1450         ClientData_Detach();
1451         PlayerScore_Detach(self);
1452
1453         if(self.netname_previous)
1454                 strunzone(self.netname_previous);
1455
1456         ClearPlayerSounds();
1457
1458         self.playerid = 0;
1459         ReadyCount();
1460
1461         // free cvars
1462         GetCvars(-1);
1463 }
1464
1465 .float BUTTON_CHAT;
1466 void ChatBubbleThink()
1467 {
1468         self.nextthink = time;
1469         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1470         {
1471                 if(self.owner) // but why can that ever be world?
1472                         self.owner.chatbubbleentity = world;
1473                 remove(self);
1474                 return;
1475         }
1476         if (self.owner.BUTTON_CHAT && !self.owner.deadflag)
1477                 self.model = self.mdl;
1478         else
1479                 self.model = "";
1480 };
1481
1482 void UpdateChatBubble()
1483 {
1484         if (!self.modelindex)
1485                 return;
1486         // spawn a chatbubble entity if needed
1487         if (!self.chatbubbleentity)
1488         {
1489                 self.chatbubbleentity = spawn();
1490                 self.chatbubbleentity.owner = self;
1491                 self.chatbubbleentity.exteriormodeltoclient = self;
1492                 self.chatbubbleentity.think = ChatBubbleThink;
1493                 self.chatbubbleentity.nextthink = time;
1494                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1495                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1496                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1497                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1498                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1499                 self.chatbubbleentity.model = "";
1500                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1501         }
1502 }
1503
1504
1505 void TeamBubbleThink()
1506 {
1507         self.nextthink = time;
1508         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1509         {
1510                 if(self.owner) // but why can that ever be world?
1511                         self.owner.teambubbleentity = world;
1512                 remove(self);
1513                 return;
1514         }
1515 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
1516         if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator)
1517                 self.model = "";
1518         else
1519                 self.model = self.mdl;
1520
1521 };
1522
1523 float TeamBubble_customizeentityforclient()
1524 {
1525         return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1526 }
1527
1528 void UpdateTeamBubble()
1529 {
1530         if (!self.modelindex || !teams_matter)
1531                 return;
1532         // spawn a teambubble entity if needed
1533         if (!self.teambubbleentity && teams_matter)
1534         {
1535                 self.teambubbleentity = spawn();
1536                 self.teambubbleentity.owner = self;
1537                 self.teambubbleentity.exteriormodeltoclient = self;
1538                 self.teambubbleentity.think = TeamBubbleThink;
1539                 self.teambubbleentity.nextthink = time;
1540                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1541 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1542                 setorigin(self.teambubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1543                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1544                 self.teambubbleentity.mdl = self.teambubbleentity.model;
1545                 self.teambubbleentity.model = self.teambubbleentity.mdl;
1546                 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1547                 self.teambubbleentity.effects = EF_LOWPRECISION;
1548         }
1549 }
1550
1551 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1552 // added to the model skins
1553 /*void UpdateColorModHack()
1554 {
1555         local float c;
1556         c = self.clientcolors & 15;
1557         // LordHavoc: only bothering to support white, green, red, yellow, blue
1558              if (!teams_matter) self.colormod = '0 0 0';
1559         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1560         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1561         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1562         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1563         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1564         else self.colormod = '1 1 1';
1565 };*/
1566
1567 void respawn(void)
1568 {
1569         CopyBody(1);
1570         self.effects |= EF_NODRAW; // prevent another CopyBody
1571         PutClientInServer();
1572 }
1573
1574 void play_countdown(float finished, string samp)
1575 {
1576         if(clienttype(self) == CLIENTTYPE_REAL)
1577                 if(floor(finished - time - frametime) != floor(finished - time))
1578                         if(finished - time < 6)
1579                                 sound (self, CHAN_AUTO, samp, VOL_BASE, ATTN_NORM);
1580 }
1581
1582 /**
1583  * When sv_timeout is used this function returs strings like
1584  * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
1585  * Called by centerprint functions
1586  * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
1587  */
1588 string getTimeoutText(float addOneSecond) {
1589         if (!cvar("sv_timeout") || !timeoutStatus)
1590                 return "";
1591
1592         local string retStr;
1593         if (timeoutStatus == 1) {
1594                 if (addOneSecond == 1) {
1595                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
1596                 }
1597                 else {
1598                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
1599                 }
1600                 return retStr;
1601         }
1602         else if (timeoutStatus == 2) {
1603                 if (addOneSecond) {
1604                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
1605                         //don't show messages like "Timeout ends in 0 seconds"...
1606                         if ((remainingTimeoutTime + 1) > 0)
1607                                 return retStr;
1608                         else
1609                                 return "";
1610                 }
1611                 else {
1612                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
1613                         //don't show messages like "Timeout ends in 0 seconds"...
1614                         if (remainingTimeoutTime > 0)
1615                                 return retStr;
1616                         else
1617                                 return "";
1618                 }
1619         }
1620         else return "";
1621 }
1622
1623 void player_powerups (void)
1624 {
1625         if((self.items & IT_USING_JETPACK) && !self.deadflag)
1626         {
1627                 SoundEntity_StartSound(self, CHAN_PLAYER, "misc/jetpack_fly.wav", VOL_BASE, ATTN_IDLE);
1628                 self.modelflags |= MF_ROCKET;
1629         }
1630         else
1631         {
1632                 SoundEntity_StopSound(self, CHAN_PLAYER);
1633                 self.modelflags &~= MF_ROCKET;
1634         }
1635
1636         self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1637
1638         if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed
1639                 return;
1640
1641         if (g_minstagib)
1642         {
1643                 self.effects |= EF_FULLBRIGHT;
1644
1645                 if (self.items & IT_STRENGTH)
1646                 {
1647                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1648                         if (time > self.strength_finished)
1649                         {
1650                                 self.alpha = default_player_alpha;
1651                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1652                                 self.items &~= IT_STRENGTH;
1653                                 sprint(self, "^3Invisibility has worn off\n");
1654                         }
1655                 }
1656                 else
1657                 {
1658                         if (time < self.strength_finished)
1659                         {
1660                                 self.alpha = g_minstagib_invis_alpha;
1661                                 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1662                                 self.items |= IT_STRENGTH;
1663                                 sprint(self, "^3You are invisible\n");
1664                         }
1665                 }
1666
1667                 if (self.items & IT_INVINCIBLE)
1668                 {
1669                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1670                         if (time > self.invincible_finished)
1671                         {
1672                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1673                                 sprint(self, "^3Speed has worn off\n");
1674                         }
1675                 }
1676                 else
1677                 {
1678                         if (time < self.invincible_finished)
1679                         {
1680                                 self.items = self.items | IT_INVINCIBLE;
1681                                 sprint(self, "^3You are on speed\n");
1682                         }
1683                 }
1684                 return;
1685         }
1686
1687         if (self.items & IT_STRENGTH)
1688         {
1689                 play_countdown(self.strength_finished, "misc/poweroff.wav");
1690                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1691                 if (time > self.strength_finished)
1692                 {
1693                         self.items = self.items - (self.items & IT_STRENGTH);
1694                         sprint(self, "^3Strength has worn off\n");
1695                 }
1696         }
1697         else
1698         {
1699                 if (time < self.strength_finished)
1700                 {
1701                         self.items = self.items | IT_STRENGTH;
1702                         sprint(self, "^3Strength infuses your weapons with devastating power\n");
1703                 }
1704         }
1705         if (self.items & IT_INVINCIBLE)
1706         {
1707                 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1708                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1709                 if (time > self.invincible_finished)
1710                 {
1711                         self.items = self.items - (self.items & IT_INVINCIBLE);
1712                         sprint(self, "^3Shield has worn off\n");
1713                 }
1714         }
1715         else
1716         {
1717                 if (time < self.invincible_finished)
1718                 {
1719                         self.items = self.items | IT_INVINCIBLE;
1720                         sprint(self, "^3Shield surrounds you\n");
1721                 }
1722         }
1723
1724         if (cvar("g_fullbrightplayers"))
1725                 self.effects = self.effects | EF_FULLBRIGHT;
1726
1727         // midair gamemode: damage only while in the air
1728         // if in midair mode, being on ground grants temporary invulnerability
1729         // (this is so that multishot weapon don't clear the ground flag on the
1730         // first damage in the frame, leaving the player vulnerable to the
1731         // remaining hits in the same frame)
1732         if (self.flags & FL_ONGROUND)
1733         if (g_midair)
1734                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1735
1736         if (time >= game_starttime)
1737         if (time < self.spawnshieldtime)
1738                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1739 }
1740
1741 float CalcRegen(float current, float stable, float regenfactor)
1742 {
1743         if(current > stable)
1744                 return current;
1745         else if(current > stable - 0.25) // when close enough, "snap"
1746                 return stable;
1747         else
1748                 return min(stable, current + (stable - current) * regenfactor * frametime);
1749 }
1750
1751 void player_regen (void)
1752 {
1753         float maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
1754         maxh = cvar("g_balance_health_stable");
1755         maxa = cvar("g_balance_armor_stable");
1756         maxf = cvar("g_balance_fuel_stable");
1757         limith = cvar("g_balance_health_limit");
1758         limita = cvar("g_balance_armor_limit");
1759         limitf = cvar("g_balance_fuel_limit");
1760
1761         max_mod = regen_mod = rot_mod = limit_mod = 1;
1762
1763         if (self.runes & RUNE_REGEN)
1764         {
1765                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1766                 {
1767                         regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1768                         max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1769                         limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1770                 }
1771                 else
1772                 {
1773                         regen_mod = cvar("g_balance_rune_regen_regenrate");
1774                         max_mod = cvar("g_balance_rune_regen_hpmod");
1775                         limit_mod = cvar("g_balance_rune_regen_limitmod");
1776                 }
1777         }
1778         else if (self.runes & CURSE_VENOM)
1779         {
1780                 max_mod = cvar("g_balance_curse_venom_hpmod");
1781                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1782                         rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1783                 else
1784                         rot_mod = cvar("g_balance_curse_venom_rotrate");
1785                 limit_mod = cvar("g_balance_curse_venom_limitmod");
1786                 //if (!self.runes & RUNE_REGEN)
1787                 //      rot_mod = cvar("g_balance_curse_venom_rotrate");
1788         }
1789         maxh = maxh * max_mod;
1790         //maxa = maxa * max_mod;
1791         //maxf = maxf * max_mod;
1792         limith = limith * limit_mod;
1793         limita = limita * limit_mod;
1794         //limitf = limitf * limit_mod;
1795
1796         if (!g_minstagib && (!g_lms || cvar("g_lms_regenerate")))
1797         {
1798                 if (self.armorvalue > maxa)
1799                 {
1800                         if (time > self.pauserotarmor_finished)
1801                         {
1802                                 self.armorvalue = max(maxa, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime);
1803                                 self.armorvalue = max(maxa, self.armorvalue - cvar("g_balance_armor_rotlinear") * frametime);
1804                         }
1805                 }
1806                 else if (self.armorvalue < maxa)
1807                 {
1808                         if (time > self.pauseregen_finished)
1809                         {
1810                                 self.armorvalue = CalcRegen(self.armorvalue, maxa, cvar("g_balance_armor_regen"));
1811                                 self.armorvalue = min(maxa, self.armorvalue + cvar("g_balance_armor_regenlinear") * frametime);
1812                         }
1813                 }
1814                 if (self.armorvalue > limita)
1815                         self.armorvalue = limita;
1816
1817                 if (self.health > maxh)
1818                 {
1819                         if (time > self.pauserothealth_finished)
1820                         {
1821                                 self.health = max(maxh, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime);
1822                                 self.health = max(maxh, self.health - rot_mod*cvar("g_balance_health_rotlinear") * frametime);
1823                         }
1824                 }
1825                 else if (self.health < maxh)
1826                 {
1827                         if (time > self.pauseregen_finished)
1828                         {
1829                                 self.health = CalcRegen(self.health, maxh, regen_mod * cvar("g_balance_health_regen"));
1830                                 self.health = min(maxh, self.health + regen_mod*cvar("g_balance_health_regenlinear") * frametime);
1831                         }
1832                 }
1833                 if (self.health > limith)
1834                         self.health = limith;
1835
1836                 // if player rotted to death...  die!
1837                 if(self.health < 1)
1838                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1839         }
1840
1841         if (self.ammo_fuel > maxf)
1842         {
1843                 if (time > self.pauserotfuel_finished)
1844                 {
1845                         self.ammo_fuel = max(maxf, self.ammo_fuel + (maxf - self.ammo_fuel) * rot_mod*cvar("g_balance_fuel_rot") * frametime);
1846                         self.ammo_fuel = max(maxf, self.ammo_fuel - rot_mod*cvar("g_balance_fuel_rotlinear") * frametime);
1847                 }
1848         }
1849         else if (self.ammo_fuel < maxf)
1850         {
1851                 if(self.items & IT_FUEL_REGEN)
1852                 {
1853                         if (time > self.pauseregen_finished)
1854                         {
1855                                 self.ammo_fuel = CalcRegen(self.ammo_fuel, maxf, regen_mod * cvar("g_balance_fuel_regen"));
1856                                 self.ammo_fuel = min(maxf, self.ammo_fuel + regen_mod*cvar("g_balance_fuel_regenlinear") * frametime);
1857                         }
1858                 }
1859         }
1860         if (self.ammo_fuel > limitf)
1861                 self.ammo_fuel = limitf;
1862 }
1863
1864 float zoomstate_set;
1865 void SetZoomState(float z)
1866 {
1867         if(z != self.zoomstate)
1868                 ClientData_Touch(self);
1869         zoomstate_set = 1;
1870 }
1871
1872 void GetPressedKeys(void) {
1873         if (self.movement_x > 0) // get if movement keys are pressed
1874         {       // forward key pressed
1875                 self.pressedkeys |= KEY_FORWARD;
1876                 self.pressedkeys &~= KEY_BACKWARD;
1877         }
1878         else if (self.movement_x < 0)
1879         {       // backward key pressed
1880                 self.pressedkeys |= KEY_BACKWARD;
1881                 self.pressedkeys &~= KEY_FORWARD;
1882         }
1883         else
1884         {       // no x input
1885                 self.pressedkeys &~= KEY_FORWARD;
1886                 self.pressedkeys &~= KEY_BACKWARD;
1887         }
1888         
1889         if (self.movement_y > 0)
1890         {       // right key pressed
1891                 self.pressedkeys |= KEY_RIGHT;
1892                 self.pressedkeys &~= KEY_LEFT;
1893         }
1894         else if (self.movement_y < 0)
1895         {       // left key pressed
1896                 self.pressedkeys |= KEY_LEFT;
1897                 self.pressedkeys &~= KEY_RIGHT;
1898         }
1899         else
1900         {       // no y input
1901                 self.pressedkeys &~= KEY_RIGHT;
1902                 self.pressedkeys &~= KEY_LEFT;
1903         }
1904         
1905         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
1906                 self.pressedkeys |= KEY_JUMP;
1907         else
1908                 self.pressedkeys &~= KEY_JUMP;
1909         if (self.BUTTON_CROUCH)
1910                 self.pressedkeys |= KEY_CROUCH;
1911         else
1912                 self.pressedkeys &~= KEY_CROUCH;
1913 }
1914
1915 /*
1916 ======================
1917 spectate mode routines
1918 ======================
1919 */
1920 void SpectateCopy(entity spectatee) {
1921         self.armortype = spectatee.armortype;
1922         self.armorvalue = spectatee.armorvalue;
1923         self.ammo_cells = spectatee.ammo_cells;
1924         self.ammo_shells = spectatee.ammo_shells;
1925         self.ammo_nails = spectatee.ammo_nails;
1926         self.ammo_rockets = spectatee.ammo_rockets;
1927         self.ammo_fuel = spectatee.ammo_fuel;
1928         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1929         self.health = spectatee.health;
1930         self.impulse = 0;
1931         self.items = spectatee.items;
1932         self.metertime = spectatee.metertime;
1933         self.strength_finished = spectatee.strength_finished;
1934         self.invincible_finished = spectatee.invincible_finished;
1935         self.pressedkeys = spectatee.pressedkeys;
1936         self.weapons = spectatee.weapons;
1937         self.switchweapon = spectatee.switchweapon;
1938         self.weapon = spectatee.weapon;
1939         self.punchangle = spectatee.punchangle;
1940         self.view_ofs = spectatee.view_ofs;
1941         self.v_angle = spectatee.v_angle;
1942         self.velocity = spectatee.velocity;
1943         self.dmg_take = spectatee.dmg_take;
1944         self.dmg_save = spectatee.dmg_save;
1945         self.dmg_inflictor = spectatee.dmg_inflictor;
1946         self.angles = spectatee.v_angle;
1947         self.fixangle = TRUE;
1948         setorigin(self, spectatee.origin);
1949         setsize(self, spectatee.mins, spectatee.maxs);
1950         SetZoomState(spectatee.zoomstate);
1951 }
1952
1953 float SpectateUpdate() {
1954         if(!self.enemy)
1955                 return 0;
1956
1957         if (self == self.enemy)
1958                 return 0;
1959         
1960         if(self.enemy.classname != "player")
1961                 return 0;
1962
1963         SpectateCopy(self.enemy);
1964
1965         return 1;
1966 }
1967
1968 float SpectateNext() {
1969         other = find(self.enemy, classname, "player");
1970         if (!other) {
1971                 other = find(other, classname, "player");
1972         }
1973         if (other) {
1974                 self.enemy = other;
1975         }
1976         if(self.enemy.classname == "player") {
1977                 msg_entity = self;
1978                 WriteByte(MSG_ONE, SVC_SETVIEW);
1979                 WriteEntity(MSG_ONE, self.enemy);
1980                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1981                 if(!SpectateUpdate())
1982                         PutObserverInServer();
1983                 return 1;
1984         } else {
1985                 return 0;
1986         }
1987 }
1988
1989 /*
1990 =============
1991 ShowRespawnCountdown()
1992
1993 Update a respawn countdown display.
1994 =============
1995 */
1996 void ShowRespawnCountdown()
1997 {
1998         float number;
1999         if(self.deadflag == DEAD_NO) // just respawned?
2000                 return;
2001         else
2002         {
2003                 number = ceil(self.death_time - time);
2004                 if(number <= 0)
2005                         return;
2006                 if(number <= self.respawn_countdown)
2007                 {
2008                         self.respawn_countdown = number - 1;
2009                         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
2010                                 announce(self, strcat("announcer/robotic/", ftos(number), ".wav"));
2011                 }
2012         }
2013 }
2014
2015 void LeaveSpectatorMode()
2016 {
2017         if(isJoinAllowed()) {
2018                 if(!teams_matter || cvar("g_campaign") || cvar("g_balance_teams") || (self.wasplayer && cvar("g_changeteam_banned"))) {
2019                         self.classname = "player";
2020                         if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))
2021                                 JoinBestTeam(self, FALSE, TRUE);
2022                         if(cvar("g_campaign"))
2023                                 campaign_bots_may_start = 1;
2024                         PutClientInServer();
2025                         if(self.classname == "player")
2026                                 bprint ("^4", self.netname, "^4 is playing now\n");
2027                         if(!cvar("g_campaign"))
2028                                 centerprint(self,""); // clear MOTD
2029                         return;
2030                 } else {
2031                         stuffcmd(self,"menu_showteamselect\n");
2032                         return;
2033                 }
2034         }
2035         else {
2036                 //player may not join because of g_maxplayers is set
2037                 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
2038         }
2039 }
2040
2041 /**
2042  * Determines whether the player is allowed to join. This depends on cvar
2043  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2044  * it checks whether the number of currently playing players exceeds g_maxplayers.
2045  * @return bool TRUE if the player is allowed to join, false otherwise
2046  */
2047 float isJoinAllowed() {
2048         if (!cvar("g_maxplayers"))
2049                 return TRUE;
2050
2051         local entity e;
2052         local float currentlyPlaying;
2053         FOR_EACH_REALPLAYER(e) {
2054                 if(e.classname == "player")
2055                         currentlyPlaying += 1;
2056         }
2057         if(currentlyPlaying < cvar("g_maxplayers"))
2058                 return TRUE;
2059
2060         return FALSE;
2061 }
2062
2063 /**
2064  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2065  * g_maxplayers_spectator_blocktime seconds
2066  */
2067 void checkSpectatorBlock() {
2068         if(self.classname == "spectator" || self.classname == "observer") {
2069                 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {
2070                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2071                         dropclient(self);
2072                 }
2073         }
2074 }
2075
2076 float vercmp_recursive(string v1, string v2)
2077 {
2078         float dot1, dot2;
2079         string s1, s2;
2080         float r;
2081
2082         dot1 = strstrofs(v1, ".", 0);
2083         dot2 = strstrofs(v2, ".", 0);
2084         if(dot1 == -1)
2085                 s1 = v1;
2086         else
2087                 s1 = substring(v1, 0, dot1);
2088         if(dot2 == -1)
2089                 s2 = v2;
2090         else
2091                 s2 = substring(v2, 0, dot2);
2092
2093         r = stof(s1) - stof(s2);
2094         if(r != 0)
2095                 return r;
2096
2097         r = strcasecmp(s1, s2);
2098         if(r != 0)
2099                 return r;
2100
2101         if(dot1 == -1)
2102                 if(dot2 == -1)
2103                         return 0;
2104                 else
2105                         return -1;
2106         else
2107                 if(dot2 == -1)
2108                         return 1;
2109                 else
2110                         return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));
2111 }
2112
2113 float vercmp(string v1, string v2)
2114 {
2115         if(strcasecmp(v1, v2) == 0) // early out check
2116                 return 0;
2117         return vercmp_recursive(v1, v2);
2118 }
2119
2120 void ObserverThink()
2121 {
2122         if (self.flags & FL_JUMPRELEASED) {
2123                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2124                         self.welcomemessage_time = 0;
2125                         self.flags &~= FL_JUMPRELEASED;
2126                         self.flags |= FL_SPAWNING;
2127                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2128                         self.welcomemessage_time = 0;
2129                         self.flags &~= FL_JUMPRELEASED;
2130                         if(SpectateNext() == 1) {
2131                                 self.classname = "spectator";
2132                         }
2133                 }
2134         } else {
2135                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2136                         self.flags |= FL_JUMPRELEASED;
2137                         if(self.flags & FL_SPAWNING)
2138                         {
2139                                 self.flags &~= FL_SPAWNING;
2140                                 LeaveSpectatorMode();
2141                                 return;
2142                         }
2143                 }
2144         }
2145         PrintWelcomeMessage(self);
2146 }
2147
2148 void SpectatorThink()
2149 {
2150         if (self.flags & FL_JUMPRELEASED) {
2151                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2152                         self.welcomemessage_time = 0;
2153                         self.flags &~= FL_JUMPRELEASED;
2154                         self.flags |= FL_SPAWNING;
2155                 } else if(self.BUTTON_ATCK) {
2156                         self.welcomemessage_time = 0;
2157                         self.flags &~= FL_JUMPRELEASED;
2158                         if(SpectateNext() == 1) {
2159                                 self.classname = "spectator";
2160                         } else {
2161                                 self.classname = "observer";
2162                                 PutClientInServer();
2163                         }
2164                 } else if (self.BUTTON_ATCK2) {
2165                         self.welcomemessage_time = 0;
2166                         self.flags &~= FL_JUMPRELEASED;
2167                         self.classname = "observer";
2168                         PutClientInServer();
2169                 } else {
2170                         if(!SpectateUpdate())
2171                                 PutObserverInServer();
2172                 }
2173         } else {
2174                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2175                         self.flags |= FL_JUMPRELEASED;
2176                         if(self.flags & FL_SPAWNING)
2177                         {
2178                                 self.flags &~= FL_SPAWNING;
2179                                 LeaveSpectatorMode();
2180                                 return;
2181                         }
2182                 }
2183         }
2184         PrintWelcomeMessage(self);
2185         self.flags |= FL_CLIENT | FL_NOTARGET;
2186 }
2187
2188 .float touchexplode_time;
2189
2190 /*
2191 =============
2192 PlayerPreThink
2193
2194 Called every frame for each client before the physics are run
2195 =============
2196 */
2197 void() ctf_setstatus;
2198 void() nexball_setstatus;
2199 .float items_added;
2200 void PlayerPreThink (void)
2201 {
2202         self.stat_sys_ticrate = cvar("sys_ticrate");
2203         self.stat_game_starttime = game_starttime;
2204         self.stat_allow_oldnexbeam = cvar("g_allow_oldnexbeam");
2205
2206         if(blockSpectators && frametime)
2207                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2208                 checkSpectatorBlock();
2209         
2210         zoomstate_set = 0;
2211
2212         if(self.netname_previous != self.netname)
2213         {
2214                 if(cvar("sv_eventlog"))
2215                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2216                 if(self.netname_previous)
2217                         strunzone(self.netname_previous);
2218                 self.netname_previous = strzone(self.netname);
2219         }
2220
2221         // version nagging
2222         if(self.version_nagtime)
2223                 if(self.cvar_g_nexuizversion)
2224                         if(time > self.version_nagtime)
2225                         {
2226                                 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
2227                                 {
2228                                         if(strstr(cvar_string("g_nexuizversion"), "svn", 0) >= 0)
2229                                         {
2230                                                 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");
2231                                                 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"));
2232                                         }
2233                                         else
2234                                         {
2235                                                 float r;
2236                                                 r = vercmp(self.cvar_g_nexuizversion, cvar_string("g_nexuizversion"));
2237                                                 if(r < 0)
2238                                                 {
2239                                                         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");
2240                                                         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"));
2241                                                 }
2242                                                 else if(r > 0)
2243                                                 {
2244                                                         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");
2245                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n"));
2246                                                 }
2247                                         }
2248                                 }
2249                                 self.version_nagtime = 0;
2250                         }
2251
2252         // GOD MODE info
2253         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2254         {
2255                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2256                 self.max_armorvalue = 0;
2257         }
2258
2259         if(frametime)
2260                 antilag_record(self);
2261
2262         if(self.classname == "player") {
2263 //              if(self.netname == "Wazat")
2264 //                      bprint(self.classname, "\n");
2265
2266                 CheckRules_Player();
2267
2268                 PrintWelcomeMessage(self);
2269
2270                 if (intermission_running)
2271                 {
2272                         IntermissionThink ();   // otherwise a button could be missed between
2273                         return;                                 // the think tics
2274                 }
2275
2276                 if(self.teleport_time)
2277                 if(time > self.teleport_time)
2278                 {
2279                         self.teleport_time = 0;
2280                         self.effects = self.effects - (self.effects & EF_NODRAW);
2281                 }
2282
2283                 Nixnex_GiveCurrentWeapon();
2284
2285                 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
2286                         UpdateSelectedPlayer();
2287
2288                 //don't allow the player to turn around while game is paused!
2289                 if(timeoutStatus == 2) {
2290                         self.v_angle = self.lastV_angle;
2291                         self.angles = self.lastV_angle;
2292                         self.fixangle = TRUE;
2293                 }
2294
2295                 if(frametime)
2296                         player_powerups();
2297
2298                 if (self.deadflag != DEAD_NO)
2299                 {
2300                         float button_pressed, force_respawn;
2301                         if(frametime)
2302                                 player_anim();
2303                         button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2304                         force_respawn = (g_lms || cvar("g_forced_respawn"));
2305                         if (self.deadflag == DEAD_DYING)
2306                         {
2307                                 if(force_respawn)
2308                                         self.deadflag = DEAD_RESPAWNING;
2309                                 else if(!button_pressed)
2310                                         self.deadflag = DEAD_DEAD;
2311                         }
2312                         else if (self.deadflag == DEAD_DEAD)
2313                         {
2314                                 if(button_pressed)
2315                                         self.deadflag = DEAD_RESPAWNABLE;
2316                         }
2317                         else if (self.deadflag == DEAD_RESPAWNABLE)
2318                         {
2319                                 if(!button_pressed)
2320                                         self.deadflag = DEAD_RESPAWNING;
2321                         }
2322                         else if (self.deadflag == DEAD_RESPAWNING)
2323                         {
2324                                 if(time > self.death_time)
2325                                 {
2326                                         self.death_time = time + 1; // only retry once a second
2327                                         respawn();
2328                                 }
2329                         }
2330                         ShowRespawnCountdown();
2331                         return;
2332                 }
2333
2334                 if(g_touchexplode)
2335                 if(time > self.touchexplode_time)
2336                 if(self.classname == "player")
2337                 if(self.deadflag == DEAD_NO)
2338                 if not(IS_INDEPENDENT_PLAYER(self))
2339                 FOR_EACH_PLAYER(other) if(self != other)
2340                 {
2341                         if(time > other.touchexplode_time)
2342                         if(other.classname == "player")
2343                         if(other.deadflag == DEAD_NO)
2344                         if not(IS_INDEPENDENT_PLAYER(other))
2345                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2346                         {
2347                                 PlayerTouchExplode(self, other);
2348                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2349                         }
2350                 }
2351
2352                 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
2353                 {
2354                         vector dist;
2355
2356                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2357                         dist = self.prevorigin - self.origin;
2358                         dist_z = 0;
2359                         self.lms_traveled_distance += fabs(vlen(dist));
2360
2361                         if((cvar("g_campaign") && !campaign_bots_may_start) || (time < game_starttime))
2362                         {
2363                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
2364                                 self.lms_traveled_distance = 0;
2365                         }
2366
2367                         if(time > self.lms_nextcheck)
2368                         {
2369                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2370                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
2371                                 {
2372                                         centerprint(self, cvar_string("g_lms_campcheck_message"));
2373                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2374                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2375                                         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');
2376                                 }
2377                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
2378                                 self.lms_traveled_distance = 0;
2379                         }
2380                 }
2381
2382                 self.prevorigin = self.origin;
2383
2384                 if ((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss)
2385                 {
2386                         if (!self.crouch)
2387                         {
2388                                 self.crouch = TRUE;
2389                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2390                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2391                                 setanim(self, self.anim_duck, FALSE, TRUE, TRUE);
2392                         }
2393                 }
2394                 else
2395                 {
2396                         if (self.crouch)
2397                         {
2398                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2399                                 if (!trace_startsolid)
2400                                 {
2401                                         self.crouch = FALSE;
2402                                         self.view_ofs = PL_VIEW_OFS;
2403                                         setsize (self, PL_MIN, PL_MAX);
2404                                 }
2405                         }
2406                 }
2407                 
2408                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2409                 {
2410                         if(self.bloodloss_timer < time)
2411                         {
2412                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2413                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2414                         }
2415                 }
2416
2417                 FixPlayermodel();
2418
2419                 GrapplingHookFrame();
2420
2421                 if(frametime)
2422                 {
2423                         self.items &~= self.items_added;
2424
2425                         W_WeaponFrame();
2426
2427                         self.items_added = 0;
2428                         if(self.items & IT_JETPACK)
2429                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2430                                         self.items_added |= IT_FUEL;
2431
2432                         self.items |= self.items_added;
2433                 }
2434
2435                 player_regen();
2436                 if(frametime)
2437                         player_anim();
2438
2439                 if (g_minstagib)
2440                         minstagib_ammocheck();
2441
2442                 ctf_setstatus();
2443                 kh_setstatus();
2444                 nexball_setstatus();
2445
2446                 self.dmg_team = max(0, self.dmg_team - cvar("g_teamdamage_resetspeed") * frametime);
2447
2448                 //self.angles_y=self.v_angle_y + 90;   // temp
2449
2450                 //if (TetrisPreFrame()) return;
2451         } else if(gameover) {
2452                 if (intermission_running)
2453                         IntermissionThink ();   // otherwise a button could be missed between
2454                 return;
2455         } else if(self.classname == "observer") {
2456                 ObserverThink();
2457         } else if(self.classname == "spectator") {
2458                 SpectatorThink();
2459         }
2460
2461         if(!zoomstate_set)
2462                 SetZoomState(self.BUTTON_ZOOM || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX));
2463
2464         float oldspectatee_status;
2465         oldspectatee_status = self.spectatee_status;
2466         if(self.classname == "spectator")
2467                 self.spectatee_status = num_for_edict(self.enemy);
2468         else if(self.classname == "observer")
2469                 self.spectatee_status = num_for_edict(self);
2470         else
2471                 self.spectatee_status = 0;
2472         if(self.spectatee_status != oldspectatee_status)
2473         {
2474                 ClientData_Touch(self);
2475                 if(g_race)
2476                         race_InitSpectator();
2477         }
2478
2479         if(self.teamkill_soundtime)
2480         if(time > self.teamkill_soundtime)
2481         {
2482                 self.teamkill_soundtime = 0;
2483
2484                 entity oldpusher, oldself;
2485
2486                 oldself = self; self = self.teamkill_soundsource;
2487                 oldpusher = self.pusher; self.pusher = oldself;
2488
2489                 PlayerSound(playersound_teamshoot, CHAN_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2490
2491                 self.pusher = oldpusher;
2492                 self = oldself;
2493         }
2494
2495         if(self.taunt_soundtime)
2496         if(time > self.taunt_soundtime)
2497         {
2498                 self.taunt_soundtime = 0;
2499                 PlayerSound(playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT);
2500         }
2501
2502         target_voicescript_next(self);
2503 }
2504
2505 // on dragger:
2506 .entity dragentity;
2507 .float draggravity;
2508 .float dragspeed; // speed of mouse wheel action
2509 .float dragdistance; // distance of dragentity's draglocalvector from view_ofs
2510 .vector draglocalvector; // local attachment vector of the dragentity
2511 .float draglocalangle;
2512 // on draggee:
2513 .entity draggedby;
2514 .float dragmovetype;
2515 void Drag_Begin(entity dragger, entity draggee, vector touchpoint)
2516 {
2517         float tagscale;
2518
2519         draggee.dragmovetype = draggee.movetype;
2520         draggee.draggravity = draggee.gravity;
2521         draggee.movetype = MOVETYPE_WALK;
2522         draggee.gravity = 0.00001;
2523         draggee.flags &~= FL_ONGROUND;
2524         draggee.draggedby = dragger;
2525
2526         dragger.dragentity = draggee;
2527
2528         dragger.dragdistance = vlen(touchpoint - dragger.origin - dragger.view_ofs);
2529         dragger.draglocalangle = draggee.angles_y - dragger.v_angle_y;
2530         touchpoint = touchpoint - gettaginfo(draggee, 0);
2531         tagscale = pow(vlen(v_forward), -2);
2532         dragger.draglocalvector_x = touchpoint * v_forward * tagscale;
2533         dragger.draglocalvector_y = touchpoint * v_right * tagscale;
2534         dragger.draglocalvector_z = touchpoint * v_up * tagscale;
2535
2536         dragger.dragspeed = 64;
2537 }
2538
2539 void Drag_Finish(entity dragger)
2540 {
2541         entity draggee;
2542         draggee = dragger.dragentity;
2543         if(dragger)
2544                 dragger.dragentity = world;
2545         draggee.draggedby = world;
2546         draggee.movetype = draggee.dragmovetype;
2547         draggee.gravity = draggee.draggravity;
2548
2549         switch(draggee.movetype)
2550         {
2551                 case MOVETYPE_TOSS:
2552                 case MOVETYPE_WALK:
2553                 case MOVETYPE_STEP:
2554                 case MOVETYPE_FLYMISSILE:
2555                 case MOVETYPE_BOUNCE:
2556                 case MOVETYPE_BOUNCEMISSILE:
2557                         break;
2558                 default:
2559                         draggee.velocity = '0 0 0';
2560                         break;
2561         }
2562
2563         if((draggee.flags & FL_ITEM) && (vlen(draggee.velocity) < 32))
2564         {
2565                 draggee.velocity = '0 0 0';
2566                 draggee.flags |= FL_ONGROUND; // floating items are FUN
2567         }
2568 }
2569
2570 float Drag_IsDraggable(entity draggee)
2571 {
2572         // TODO add more checks for bad stuff here
2573         if(draggee.classname == "func_bobbing")
2574                 return FALSE;
2575         if(draggee.classname == "door") // FIXME find out why these must be excluded, or work around the problem (trying to drag these causes like 4 fps)
2576                 return FALSE;
2577         if(draggee.classname == "plat")
2578                 return FALSE;
2579         if(draggee.classname == "func_button")
2580                 return FALSE;
2581         if(draggee.model == "")
2582                 return FALSE;
2583         if(draggee.classname == "spectator")
2584                 return FALSE;
2585         if(draggee.classname == "observer")
2586                 return FALSE;
2587         if(draggee.classname == "exteriorweaponentity")
2588                 return FALSE;
2589
2590         return TRUE;
2591 }
2592
2593 float Drag_MayChangeAngles(entity draggee)
2594 {
2595         // TODO add more checks for bad stuff here
2596         if(substring(draggee.model, 0, 1) == "*")
2597                 return FALSE;
2598         return TRUE;
2599 }
2600
2601 void Drag_MoveForward(entity dragger)
2602 {
2603         dragger.dragdistance += dragger.dragspeed;
2604 }
2605
2606 void Drag_SetSpeed(entity dragger, float s)
2607 {
2608         dragger.dragspeed = pow(2, s);
2609 }
2610
2611 void Drag_MoveBackward(entity dragger)
2612 {
2613         dragger.dragdistance = max(0, dragger.dragdistance - dragger.dragspeed);
2614 }
2615
2616 void Drag_Update(entity dragger)
2617 {
2618         vector curorigin, neworigin, goodvelocity;
2619         float f;
2620         entity draggee;
2621
2622         draggee = dragger.dragentity;
2623         draggee.flags &~= FL_ONGROUND;
2624
2625         curorigin = gettaginfo(draggee, 0);
2626         curorigin = curorigin + v_forward * dragger.draglocalvector_x + v_right * dragger.draglocalvector_y + v_up * dragger.draglocalvector_z;
2627         makevectors(dragger.v_angle);
2628         neworigin = dragger.origin + dragger.view_ofs + v_forward * dragger.dragdistance;
2629         goodvelocity = (neworigin - curorigin) * (1 / frametime);
2630
2631         while(draggee.angles_y - dragger.v_angle_y - dragger.draglocalangle > 180)
2632                 dragger.draglocalangle += 360;
2633         while(draggee.angles_y - dragger.v_angle_y - dragger.draglocalangle <= -180)
2634                 dragger.draglocalangle -= 360;
2635
2636         f = min(frametime * 10, 1);
2637         draggee.velocity = draggee.velocity * (1 - f) + goodvelocity * f;
2638
2639         if(Drag_MayChangeAngles(draggee))
2640                 draggee.angles_y = draggee.angles_y * (1 - f) + (dragger.v_angle_y + dragger.draglocalangle) * f;
2641         
2642         draggee.ltime = max(servertime + serverframetime, draggee.ltime); // fixes func_train breakage
2643
2644         te_lightning1(dragger, dragger.origin + dragger.view_ofs, curorigin);
2645 }
2646
2647 float Drag_CanDrag(entity dragger)
2648 {
2649         return (dragger.deadflag == DEAD_NO) || (dragger.classname == "player");
2650 }
2651
2652 float Drag_IsDragging(entity dragger)
2653 {
2654         if(!dragger.dragentity)
2655                 return FALSE;
2656         if(wasfreed(dragger.dragentity) || dragger.dragentity.draggedby != dragger)
2657         {
2658                 dragger.dragentity = world;
2659                 return FALSE;
2660         }
2661         if(!Drag_CanDrag(dragger) || !Drag_IsDraggable(dragger.dragentity))
2662         {
2663                 Drag_Finish(dragger);
2664                 return FALSE;
2665         }
2666         return TRUE;
2667 }
2668
2669 void Drag_MoveDrag(entity from, entity to)
2670 {
2671         if(from.draggedby)
2672         {
2673                 to.draggedby = from.draggedby;
2674                 to.draggedby.dragentity = to;
2675                 from.draggedby = world;
2676         }
2677 }
2678
2679 /*
2680 =============
2681 PlayerPostThink
2682
2683 Called every frame for each client after the physics are run
2684 =============
2685 */
2686 .float idlekick_lasttimeleft;
2687 .float race_penalty;
2688 .float race_penalty_nagged;
2689 .float race_penalty_nagtime;
2690 void PlayerPostThink (void)
2691 {
2692         // Savage: Check for nameless players
2693         if (strlen(self.netname) < 1) {
2694                 self.netname = "Player";
2695                 stuffcmd(self, "seta _cl_name Player\n");
2696         }
2697
2698         if(sv_maxidle && frametime)
2699         {
2700                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2701                 float timeleft;
2702                 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2703                 if(timeleft <= 0)
2704                 {
2705                         bprint("^3", self.netname, "^3 was kicked for idling.\n");
2706                         announce(self, "announcer/robotic/terminated.wav");
2707                         dropclient(self);
2708                         return;
2709                 }
2710                 else if(timeleft <= 10)
2711                 {
2712                         if(timeleft != self.idlekick_lasttimeleft)
2713                         {
2714                                 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
2715                                 announce(self, strcat("announcer/robotic/", ftos(timeleft), ".wav"));
2716                         }
2717                 }
2718                 else
2719                 {
2720                         centerprint_expire(self, CENTERPRIO_IDLEKICK);
2721                 }
2722                 self.idlekick_lasttimeleft = timeleft;
2723         }
2724
2725         if(sv_cheats)
2726                 if(Drag_CanDrag(self))
2727                         if(self.BUTTON_DRAG)
2728                                 if(!self.dragentity)
2729                                         if(self.cursor_trace_ent)
2730                                                 if(Drag_IsDraggable(self.cursor_trace_ent))
2731                                                 {
2732                                                         if(self.cursor_trace_ent.draggedby)
2733                                                                 Drag_Finish(self.cursor_trace_ent.draggedby);
2734                                                         if(self.cursor_trace_ent.tag_entity)
2735                                                                 detach_sameorigin(self.cursor_trace_ent);
2736                                                         Drag_Begin(self, self.cursor_trace_ent, self.cursor_trace_endpos);
2737                                                 }
2738         
2739         if(Drag_IsDragging(self))
2740         {
2741                 if(self.BUTTON_DRAG)
2742                 {
2743                         if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18)
2744                         {
2745                                 Drag_MoveForward(self);
2746                                 self.impulse = 0;
2747                         }
2748                         else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19)
2749                         {
2750                                 Drag_MoveBackward(self);
2751                                 self.impulse = 0;
2752                         }
2753                         else if(self.impulse >= 1 && self.impulse <= 9)
2754                         {
2755                                 Drag_SetSpeed(self, self.impulse - 1);
2756                         }
2757                         else if(self.impulse == 14)
2758                         {
2759                                 Drag_SetSpeed(self, 9);
2760                         }
2761
2762                         if(frametime)
2763                                 Drag_Update(self);
2764                 }
2765                 else
2766                 {
2767                         Drag_Finish(self);
2768                 }
2769         }
2770
2771         if(self.classname == "player") {
2772                 CheckRules_Player();
2773                 UpdateChatBubble();
2774                 UpdateTeamBubble();
2775                 if (self.impulse)
2776                         ImpulseCommands();
2777                 if (intermission_running)
2778                         return;         // intermission or finale
2779
2780                 //if (TetrisPostFrame()) return;
2781
2782                 // restart countdown
2783                         if(time < game_starttime) {
2784                                 if (!cvar("sv_ready_restart_after_countdown"))
2785                                 {
2786                                         if(self.movement != '0 0 0' && g_race && !g_race_qualifying)
2787                                         {
2788                                                 if(time < game_starttime - 2)
2789                                                 {
2790                                                         if(!self.race_penalty_nagged)
2791                                                         {
2792                                                                 // TODO better notification for this!
2793                                                                 self.race_penalty_nagtime = 0;
2794                                                                 self.race_penalty_nagged = 1;
2795                                                         }
2796                                                 }
2797                                                 else if(!self.race_penalty)
2798                                                 {
2799                                                         self.race_penalty_nagtime = 0;
2800                                                         self.race_penalty = time + 5;
2801                                                 }
2802                                         }
2803                                         if(time > self.race_penalty_nagtime)
2804                                         {
2805                                                 if(self.race_penalty > time)
2806                                                 {
2807                                                         centerprint_atprio(self, CENTERPRIO_IDLEKICK, "^1FIVE SECONDS PENALTY.");
2808                                                 }
2809                                                 else if(self.race_penalty_nagged && time < game_starttime - 2)
2810                                                 {
2811                                                         centerprint_atprio(self, CENTERPRIO_IDLEKICK, "^1DO NOT MOVE DURING THE COUNTDOWN.");
2812                                                 }
2813                                                 self.race_penalty_nagtime = time + self.cvar_scr_centertime * 0.6;
2814                                         }
2815                                         self.movetype = MOVETYPE_NONE;          
2816                                         self.velocity = '0 0 0';
2817                                         self.avelocity = '0 0 0';
2818                                         self.movement = '0 0 0';
2819                                 }
2820                         }
2821                         else if (time < self.race_penalty)
2822                         {
2823                                 self.movetype = MOVETYPE_NONE;          
2824                                 self.velocity = '0 0 0';
2825                                 self.avelocity = '0 0 0';
2826                                 self.movement = '0 0 0';
2827                         }
2828                         else
2829                         {
2830                                 //allow the player to move again if sv_ready_restart_after_countdown is not used and countdown is over
2831                                 if (!cvar("sv_ready_restart_after_countdown"))
2832                                 {
2833                                         if(self.movetype == MOVETYPE_NONE)
2834                                         {
2835                                                 self.movetype = MOVETYPE_WALK;
2836                                         }
2837                                         self.race_penalty = 0;
2838                                         self.race_penalty_nagged = 0;
2839                                 }
2840                         }
2841                 GetPressedKeys();
2842         } else if (self.classname == "observer") {
2843                 //do nothing
2844         } else if (self.classname == "spectator") {
2845                 //do nothing
2846         }
2847
2848         /*
2849         float i;
2850         for(i = 0; i < 1000; ++i)
2851         {
2852                 vector end;
2853                 end = self.origin + '0 0 1024' + 512 * randomvec();
2854                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2855                 if(trace_fraction < 1)
2856                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2857                 {
2858                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2859                         break;
2860                 }
2861         }
2862         */
2863
2864         Arena_Warmup();
2865
2866         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
2867 }