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