/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
Copyright (C) 2000-2009 Darklegion Development

This file is part of Daemon.

Daemon is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.

Daemon is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with Daemon; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
===========================================================================
*/

#include "g_local.h"
#include "../../engine/qcommon/q_unicode.h"

// g_client.c -- client functions that don't happen every frame

static const vec3_t playerMins = { -15, -15, -24 };
static const vec3_t playerMaxs = { 15, 15, 32 };

/*
===============
G_AddCreditToClient
===============
*/
void G_AddCreditToClient( gclient_t *client, short credit, qboolean cap )
{
	int capAmount;

	if ( !client || client->pers.connected != CON_CONNECTED )
	{
		return;
	}

	if ( cap && credit > 0 )
	{
		capAmount = client->pers.team == TEAM_ALIENS ?
		            ALIEN_MAX_CREDITS : HUMAN_MAX_CREDITS;

		if ( client->pers.credit < capAmount )
		{
			client->pers.credit += credit;

			if ( client->pers.credit > capAmount )
			{
				client->pers.credit = capAmount;
			}
		}
	}
	else
	{
		client->pers.credit += credit;
	}

	if ( client->pers.credit < 0 )
	{
		client->pers.credit = 0;
	}

	// Copy to ps so the client can access it
	client->ps.persistant[ PERS_CREDIT ] = client->pers.credit;

	client->pers.infoChangeTime = level.time;
}

/*
================
SpotWouldTelefrag

================
*/
qboolean SpotWouldTelefrag( gentity_t *spot )
{
	int       i, num;
	int       touch[ MAX_GENTITIES ];
	gentity_t *hit;
	vec3_t    mins, maxs;

	VectorAdd( spot->s.origin, playerMins, mins );
	VectorAdd( spot->s.origin, playerMaxs, maxs );
	num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES );

	for ( i = 0; i < num; i++ )
	{
		hit = &g_entities[ touch[ i ] ];

		//if ( hit->client && hit->client->ps.stats[STAT_HEALTH] > 0 ) {
		if ( hit->client )
		{
			return qtrue;
		}
	}

	return qfalse;
}

/*
===========
G_SelectRandomFurthestSpawnPoint

Chooses a player start, deathmatch start, etc
============
*/
gentity_t *G_SelectRandomFurthestSpawnPoint( vec3_t avoidPoint, vec3_t origin, vec3_t angles )
{
	gentity_t *spot = NULL;
	vec3_t    delta;
	float     dist;
	float     list_dist[ 64 ];
	gentity_t *list_spot[ 64 ];
	int       numSpots, rnd, i, j;

	numSpots = 0;

	while ( ( spot = G_IterateEntitiesOfClass( spot, S_POS_PLAYER_SPAWN ) ) != NULL )
	{
		if ( SpotWouldTelefrag( spot ) )
		{
			continue;
		}

		VectorSubtract( spot->s.origin, avoidPoint, delta );
		dist = VectorLength( delta );

		for ( i = 0; i < numSpots; i++ )
		{
			if ( dist > list_dist[ i ] )
			{
				if ( numSpots >= 64 )
				{
					numSpots = 64 - 1;
				}

				for ( j = numSpots; j > i; j-- )
				{
					list_dist[ j ] = list_dist[ j - 1 ];
					list_spot[ j ] = list_spot[ j - 1 ];
				}

				list_dist[ i ] = dist;
				list_spot[ i ] = spot;
				numSpots++;

				if ( numSpots > 64 )
				{
					numSpots = 64;
				}

				break;
			}
		}

		if ( i >= numSpots && numSpots < 64 )
		{
			list_dist[ numSpots ] = dist;
			list_spot[ numSpots ] = spot;
			numSpots++;
		}
	}

	if ( !numSpots )
	{
		spot = G_IterateEntitiesOfClass( NULL, S_POS_PLAYER_SPAWN );

		if ( !spot )
		{
			G_Error( "Couldn't find a spawn point" );
		}

		VectorCopy( spot->s.origin, origin );
		origin[ 2 ] += 9;
		VectorCopy( spot->s.angles, angles );
		return spot;
	}

	// select a random spot from the spawn points furthest away
	rnd = random() * ( numSpots / 2 );

	VectorCopy( list_spot[ rnd ]->s.origin, origin );
	origin[ 2 ] += 9;
	VectorCopy( list_spot[ rnd ]->s.angles, angles );

	return list_spot[ rnd ];
}

/*
================
G_SelectSpawnBuildable

find the nearest buildable of the right type that is
spawned/healthy/unblocked etc.
================
*/
static gentity_t *G_SelectSpawnBuildable( vec3_t preference, buildable_t buildable )
{
	gentity_t *search = NULL;
	gentity_t *spot = NULL;

	while ( ( search = G_IterateEntitiesOfClass( search, BG_Buildable( buildable )->entityName ) ) != NULL )
	{
		if ( !search->spawned )
		{
			continue;
		}

		if ( search->health <= 0 )
		{
			continue;
		}

		if ( search->s.groundEntityNum == ENTITYNUM_NONE )
		{
			continue;
		}

		if ( search->clientSpawnTime > 0 )
		{
			continue;
		}

		if ( G_CheckSpawnPoint( search->s.number, search->s.origin,
		                        search->s.origin2, buildable, NULL ) != NULL )
		{
			continue;
		}

		if ( !spot || DistanceSquared( preference, search->s.origin ) <
		     DistanceSquared( preference, spot->s.origin ) )
		{
			spot = search;
		}
	}

	return spot;
}

/*
===========
G_SelectUnvanquishedSpawnPoint

Chooses a player start, deathmatch start, etc
============
*/
gentity_t *G_SelectUnvanquishedSpawnPoint( team_t team, vec3_t preference, vec3_t origin, vec3_t angles )
{
	gentity_t *spot = NULL;

	/* team must exist, or there will be a sigsegv */
	assert(team == TEAM_HUMANS || team == TEAM_ALIENS);
	if( level.team[ team ].numSpawns <= 0 )
	{
		return NULL;
	}

	if ( team == TEAM_ALIENS )
	{
		spot = G_SelectSpawnBuildable( preference, BA_A_SPAWN );
	}
	else if ( team == TEAM_HUMANS )
	{
		spot = G_SelectSpawnBuildable( preference, BA_H_SPAWN );
	}

	//no available spots
	if ( !spot )
	{
		return NULL;
	}

	if ( team == TEAM_ALIENS )
	{
		G_CheckSpawnPoint( spot->s.number, spot->s.origin, spot->s.origin2, BA_A_SPAWN, origin );
	}
	else if ( team == TEAM_HUMANS )
	{
		G_CheckSpawnPoint( spot->s.number, spot->s.origin, spot->s.origin2, BA_H_SPAWN, origin );
	}

	VectorCopy( spot->s.angles, angles );
	angles[ ROLL ] = 0;

	return spot;
}

/*
===========
G_SelectSpectatorSpawnPoint

============
*/
gentity_t *G_SelectSpectatorSpawnPoint( vec3_t origin, vec3_t angles )
{
	FindIntermissionPoint();

	VectorCopy( level.intermission_origin, origin );
	VectorCopy( level.intermission_angle, angles );

	return NULL;
}

/*
===========
G_SelectAlienLockSpawnPoint

Historical wrapper which should be removed. See G_SelectLockSpawnPoint.
===========
*/
gentity_t *G_SelectAlienLockSpawnPoint( vec3_t origin, vec3_t angles )
{
	return G_SelectLockSpawnPoint(origin, angles, S_POS_ALIEN_INTERMISSION );
}

/*
===========
G_SelectHumanLockSpawnPoint

Historical wrapper which should be removed. See G_SelectLockSpawnPoint.
===========
*/
gentity_t *G_SelectHumanLockSpawnPoint( vec3_t origin, vec3_t angles )
{
	return G_SelectLockSpawnPoint(origin, angles, S_POS_HUMAN_INTERMISSION );
}

/*
===========
G_SelectLockSpawnPoint

Try to find a spawn point for a team intermission otherwise
use spectator intermission spawn.
============
*/
gentity_t *G_SelectLockSpawnPoint( vec3_t origin, vec3_t angles , char const* intermission )
{
	gentity_t *spot;

	spot = G_PickRandomEntityOfClass( intermission );

	if ( !spot )
	{
		return G_SelectSpectatorSpawnPoint( origin, angles );
	}

	VectorCopy( spot->s.origin, origin );
	VectorCopy( spot->s.angles, angles );

	return spot;
}

/*
=======================================================================

BODYQUE

=======================================================================
*/

/*
=============
BodySink

After sitting around for five seconds, fall into the ground and dissapear
=============
*/
static void BodySink( gentity_t *ent )
{
	//run on first BodySink call
	if ( !ent->active )
	{
		ent->active = qtrue;

		//sinking bodies can't be infested
		ent->killedBy = ent->s.misc = MAX_CLIENTS;
		ent->timestamp = level.time;
	}

	if ( level.time - ent->timestamp > 6500 )
	{
		G_FreeEntity( ent );
		return;
	}

	ent->nextthink = level.time + 100;
	ent->s.pos.trBase[ 2 ] -= 1;
}

/*
=============
SpawnCorpse

A player is respawning, so make an entity that looks
just like the existing corpse to leave behind.
=============
*/
static void SpawnCorpse( gentity_t *ent )
{
	gentity_t *body;
	int       contents;
	vec3_t    origin, mins;

	VectorCopy( ent->r.currentOrigin, origin );

	trap_UnlinkEntity( ent );

	// if client is in a nodrop area, don't leave the body
	contents = trap_PointContents( origin, -1 );

	if ( contents & CONTENTS_NODROP )
	{
		return;
	}

	body = G_NewEntity();

	VectorCopy( ent->s.apos.trBase, body->s.angles );
	body->s.eFlags = EF_DEAD;
	body->s.eType = ET_CORPSE;
	body->timestamp = level.time;
	body->s.event = 0;
	body->r.contents = CONTENTS_CORPSE;
	body->clipmask = MASK_DEADSOLID;
	body->s.clientNum = ent->client->ps.stats[ STAT_CLASS ];
	body->nonSegModel = ent->client->ps.persistant[ PERS_STATE ] & PS_NONSEGMODEL;

	if ( ent->client->pers.team == TEAM_HUMANS )
	{
		body->classname = "humanCorpse";
	}
	else
	{
		body->classname = "alienCorpse";
	}

	body->s.misc = MAX_CLIENTS;

	body->think = BodySink;
	body->nextthink = level.time + 20000;

	body->s.legsAnim = ent->s.legsAnim;

	if ( !body->nonSegModel )
	{
		switch ( body->s.legsAnim & ~ANIM_TOGGLEBIT )
		{
			case BOTH_DEATH1:
			case BOTH_DEAD1:
				body->s.torsoAnim = body->s.legsAnim = BOTH_DEAD1;
				break;

			case BOTH_DEATH2:
			case BOTH_DEAD2:
				body->s.torsoAnim = body->s.legsAnim = BOTH_DEAD2;
				break;

			case BOTH_DEATH3:
			case BOTH_DEAD3:
			default:
				body->s.torsoAnim = body->s.legsAnim = BOTH_DEAD3;
				break;
		}
	}
	else
	{
		switch ( body->s.legsAnim & ~ANIM_TOGGLEBIT )
		{
			case NSPA_DEATH1:
			case NSPA_DEAD1:
				body->s.legsAnim = NSPA_DEAD1;
				break;

			case NSPA_DEATH2:
			case NSPA_DEAD2:
				body->s.legsAnim = NSPA_DEAD2;
				break;

			case NSPA_DEATH3:
			case NSPA_DEAD3:
			default:
				body->s.legsAnim = NSPA_DEAD3;
				break;
		}
	}

	body->takedamage = qfalse;

	body->health = ent->health = ent->client->ps.stats[ STAT_HEALTH ];
	ent->health = 0;

	//change body dimensions
	BG_ClassBoundingBox( ent->client->ps.stats[ STAT_CLASS ], mins, NULL, NULL, body->r.mins, body->r.maxs );

	//drop down to match the *model* origins of ent and body
	origin[2] += mins[ 2 ] - body->r.mins[ 2 ];

	G_SetOrigin( body, origin );
	body->s.pos.trType = TR_GRAVITY;
	body->s.pos.trTime = level.time;
	VectorCopy( ent->client->ps.velocity, body->s.pos.trDelta );

	trap_LinkEntity( body );
}

//======================================================================

/*
==================
G_SetClientViewAngle

==================
*/
void G_SetClientViewAngle( gentity_t *ent, const vec3_t angle )
{
	int i;

	// set the delta angle
	for ( i = 0; i < 3; i++ )
	{
		int cmdAngle;

		cmdAngle = ANGLE2SHORT( angle[ i ] );
		ent->client->ps.delta_angles[ i ] = cmdAngle - ent->client->pers.cmd.angles[ i ];
	}

	VectorCopy( angle, ent->s.angles );
	VectorCopy( ent->s.angles, ent->client->ps.viewangles );
}

/*
================
respawn
================
*/
void respawn( gentity_t *ent )
{
	int i;

	SpawnCorpse( ent );

	// Clients can't respawn - they must go through the class cmd
	ent->client->pers.classSelection = PCL_NONE;
	ClientSpawn( ent, NULL, NULL, NULL );

	// stop any following clients that don't have sticky spec on
	for ( i = 0; i < level.maxclients; i++ )
	{
		if ( level.clients[ i ].sess.spectatorState == SPECTATOR_FOLLOW &&
		     level.clients[ i ].sess.spectatorClient == ent - g_entities )
		{
			if ( !( level.clients[ i ].pers.stickySpec ) )
			{
				if ( !G_FollowNewClient( &g_entities[ i ], 1 ) )
				{
					G_StopFollowing( &g_entities[ i ] );
				}
			}
			else
			{
				G_FollowLockView( &g_entities[ i ] );
			}
		}
	}
}

static qboolean G_IsEmoticon( const char *s, qboolean *escaped )
{
	int        i, j;
	const char *p = s;
	char       emoticon[ MAX_EMOTICON_NAME_LEN ] = { "" };
	qboolean   escape = qfalse;

	if ( *p != '[' )
	{
		return qfalse;
	}

	p++;

	if ( *p == '[' )
	{
		escape = qtrue;
		p++;
	}

	i = 0;

	while ( *p && i < ( MAX_EMOTICON_NAME_LEN - 1 ) )
	{
		if ( *p == ']' )
		{
			for ( j = 0; j < level.emoticonCount; j++ )
			{
				if ( !Q_stricmp( emoticon, level.emoticons[ j ].name ) )
				{
					*escaped = escape;
					return qtrue;
				}
			}

			return qfalse;
		}

		emoticon[ i++ ] = *p;
		emoticon[ i ] = '\0';
		p++;
	}

	return qfalse;
}

/*
===========
G_IsUnnamed
============
*/
qboolean G_IsUnnamed( const char *name )
{
	char testName[ MAX_NAME_LENGTH ];
	int  length;

	G_DecolorString( (char *)name, testName, sizeof( testName ) );

	if ( !Q_stricmp( testName, UNNAMED_PLAYER ) )
	{
		return qtrue;
	}

	length = strlen( g_unnamedNamePrefix.string );

	if ( g_unnamedNumbering.integer && length &&
	     !Q_strnicmp( testName, g_unnamedNamePrefix.string, length ) )
	{
		return qtrue;
	}

	return qfalse;
}

/*
===========
G_FindFreeUnnamed
============
*/
static unnamed_t G_FindFreeUnnamed( unnamed_t number )
{
	int i;

	do
	{
		for ( i = 0; i < level.maxclients; ++i )
		{
			if ( level.clients[i].pers.namelog && level.clients[i].pers.namelog->unnamedNumber == number )
			{
				number = ++number < 0 ? 1 : number;
				break;
			}
		}
	} while ( i != level.maxclients );

	return number;
}


/*
===========
G_UnnamedClientName
============
*/
static const char *G_UnnamedClientName( gclient_t *client )
{
	static unnamed_t nextNumber = 1;
	static char      name[ MAX_NAME_LENGTH ];
	unnamed_t        number;

	if ( !g_unnamedNumbering.integer || !client )
	{
		return UNNAMED_PLAYER;
	}

	if( client->pers.namelog->unnamedNumber )
	{
		number = client->pers.namelog->unnamedNumber;
	}
	else
	{
		if( g_unnamedNumbering.integer > 0 )
		{
			// server op may have reset this, so check for numbers in use
			number = G_FindFreeUnnamed( g_unnamedNumbering.integer );
			trap_Cvar_Set( "g_unnamedNumbering", va( "%d", ( number + 1 < 0 ? 1 : number + 1 ) ) );
		}
		else
		{
			// checking for numbers in use here is probably overkill...
			// however, belt and braces - could be a Long Game
			number = G_FindFreeUnnamed( nextNumber );
			nextNumber = number + 1 < 0 ? 1 : number + 1;
		}
	}

	client->pers.namelog->unnamedNumber = number;
	Com_sprintf( name, sizeof( name ), "%.*s%d", (int)sizeof( name ) - 11,
	             g_unnamedNamePrefix.string[ 0 ] ? g_unnamedNamePrefix.string : UNNAMED_PLAYER,
	             number );

	return name;
}

/*
===========
G_ClientCleanName
============
*/
static void G_ClientCleanName( const char *in, char *out, int outSize, gclient_t *client )
{
	int      len, colorlessLen;
	char     *p;
	int      spaces;
	qboolean escaped;
	qboolean invalid = qfalse;
	qboolean hasletter = qfalse;

	//save room for trailing null byte
	outSize--;

	len = 0;
	colorlessLen = 0;
	p = out;
	*p = 0;
	spaces = 0;

	for ( ; *in; in++ )
	{
		int cp, w;

		// don't allow leading spaces
		if ( colorlessLen == 0 && *in == ' ' )
		{
			continue;
		}

		// don't allow nonprinting characters or (dead) console keys
		// but do allow UTF-8 (unvalidated)
		if ( *in >= 0 && *in < ' ' )
		{
			continue;
		}

		// check colors
		if ( Q_IsColorString( in ) )
		{
			in++;

			// make sure room in dest for both chars
			if ( len > outSize - 2 )
			{
				break;
			}

			*out++ = Q_COLOR_ESCAPE;

			*out++ = *in;

			len += 2;
			continue;
		}
		else if ( in[ 0 ] == '^' && !in[ 1 ] )
		{
			// single trailing ^ will mess up some things

			// make sure room in dest for both chars
			if ( len > outSize - 2 )
			{
				break;
			}

			*out++ = '^';
			*out++ = '^';
			len += 2;
			continue;
		}
		else if ( !g_emoticonsAllowedInNames.integer && G_IsEmoticon( in, &escaped ) )
		{
			// make sure room in dest for both chars
			if ( len > outSize - 2 )
			{
				break;
			}

			*out++ = '[';
			*out++ = '[';
			len += 2;

			if ( escaped )
			{
				in++;
			}

			continue;
		}

		cp = Q_UTF8_CodePoint( in );

		if ( Q_Unicode_IsAlphaOrIdeo( cp ) )
		{
			hasletter = qtrue;
		}

		// don't allow too many consecutive spaces
		if ( *in == ' ' )
		{
			spaces++;

			if ( spaces > 3 )
			{
				continue;
			}
		}
		else
		{
			spaces = 0;
		}

		w = Q_UTF8_WidthCP( cp );

		if ( len > outSize - w )
		{
			break;
		}

		memcpy( out, in, w );
		colorlessLen++;
		len += w;
		out += w;
		in += w - 1; // allow for loop increment
	}

	*out = 0;

	// don't allow names beginning with S_SKIPNOTIFY because it messes up /ignore-related code
	if ( !Q_strnicmp( p, S_SKIPNOTIFY, 12 ) )
	{
		invalid = qtrue;
	}

	// don't allow comment-beginning strings because it messes up various parsers
	if ( strstr( p, "//" ) || strstr( p, "/*" ) )
	{
		invalid = qtrue;
	}

	// don't allow empty names
	if ( *p == 0 || colorlessLen == 0 )
	{
		invalid = qtrue;
	}

	// don't allow names beginning with digits
	if ( *p >= '0' && *p <= '9' )
	{
		invalid = qtrue;
	}

	// limit no. of code points
	if ( Q_UTF8_PrintStrlen( p ) > MAX_NAME_LENGTH_CP )
	{
		invalid = qtrue;
	}

	// if something made the name bad, put them back to UnnamedPlayer
	if ( invalid || !hasletter )
	{
		Q_strncpyz( p, G_UnnamedClientName( client ), outSize );
	}
}

/*
===========
ClientUserInfoChanged

Called from ClientConnect when the player first connects and
directly by the server system when the player updates a userinfo variable.

The game can override any of the settings and call trap_SetUserinfo
if desired.
============
*/
char *ClientUserinfoChanged( int clientNum, qboolean forceName )
{
	gentity_t *ent;
	char      *s;
	char      model[ MAX_QPATH ];
	char      buffer[ MAX_QPATH ];
	char      oldname[ MAX_NAME_LENGTH ];
	char      newname[ MAX_NAME_LENGTH ];
	char      err[ MAX_STRING_CHARS ];
	qboolean  revertName = qfalse;
	gclient_t *client;
	char      userinfo[ MAX_INFO_STRING ];

	ent = g_entities + clientNum;
	client = ent->client;

	trap_GetUserinfo( clientNum, userinfo, sizeof( userinfo ) );

	// check for malformed or illegal info strings
	if ( !Info_Validate( userinfo ) )
	{
		trap_SendServerCommand( ent - g_entities,
		                        "disconnect \"illegal or malformed userinfo\n\"" );
		trap_DropClient( ent - g_entities,
		                 "dropped: illegal or malformed userinfo" );
		return "Illegal or malformed userinfo";
	}
	// If their userinfo overflowed, tremded is in the process of disconnecting them.
	// If we send our own disconnect, it won't work, so just return to prevent crashes later
	//  in this function. This check must come after the Info_Validate call.
	else if ( !userinfo[ 0 ] )
	{
		return "Empty (overflowed) userinfo";
	}

	// stickyspec toggle
	s = Info_ValueForKey( userinfo, "cg_stickySpec" );
	client->pers.stickySpec = atoi( s ) != 0;

	// set name
	Q_strncpyz( oldname, client->pers.netname, sizeof( oldname ) );
	s = Info_ValueForKey( userinfo, "name" );
	G_ClientCleanName( s, newname, sizeof( newname ), client );

	if ( strcmp( oldname, newname ) )
	{
		if ( !forceName && client->pers.namelog->nameChangeTime &&
		     level.time - client->pers.namelog->nameChangeTime <=
		     g_minNameChangePeriod.value * 1000 )
		{
			trap_SendServerCommand( ent - g_entities, va(
			                          "print_tr %s %d", QQ( N_("Name change spam protection (g_minNameChangePeriod = $1$)\n") ),
			                          g_minNameChangePeriod.integer ) );
			revertName = qtrue;
		}
		else if ( !forceName && g_maxNameChanges.integer > 0 &&
		          client->pers.namelog->nameChanges >= g_maxNameChanges.integer )
		{
			trap_SendServerCommand( ent - g_entities, va(
			                          "print_tr %s %d", QQ( N_("Maximum name changes reached (g_maxNameChanges = $1$)\n") ),
			                          g_maxNameChanges.integer ) );
			revertName = qtrue;
		}
		else if ( !forceName && client->pers.namelog->muted )
		{
			trap_SendServerCommand( ent - g_entities,
			                        va( "print_tr %s", QQ( N_("You cannot change your name while you are muted\n") ) ) );
			revertName = qtrue;
		}
		else if ( !G_admin_name_check( ent, newname, err, sizeof( err ) ) )
		{
			trap_SendServerCommand( ent - g_entities, va( "print_tr %s %s %s", QQ( "$1t$ $2$\n" ), Quote( err ), Quote( newname ) ) );
			revertName = qtrue;
		}

		if ( revertName )
		{
			Q_strncpyz( client->pers.netname, *oldname ? oldname : G_UnnamedClientName( client ),
			            sizeof( client->pers.netname ) );
			Info_SetValueForKey( userinfo, "name", client->pers.netname, qfalse );
			trap_SetUserinfo( clientNum, userinfo );
		}
		else
		{
			if( G_IsUnnamed( newname ) )
			{
				Q_strncpyz( newname, G_UnnamedClientName( client ), sizeof( newname ) );
			}

			G_CensorString( client->pers.netname, newname,
			                sizeof( client->pers.netname ), ent );

			if ( !forceName && client->pers.connected == CON_CONNECTED )
			{
				client->pers.namelog->nameChangeTime = level.time;
				client->pers.namelog->nameChanges++;
			}

			if ( *oldname )
			{
				G_LogPrintf( "ClientRename: %i [%s] (%s) \"%s^7\" -> \"%s^7\" \"%c%s%c^7\"\n",
				             clientNum, client->pers.ip.str, client->pers.guid,
				             oldname, client->pers.netname,
				             DECOLOR_OFF, client->pers.netname, DECOLOR_ON );
			}
		}

		G_namelog_update_name( client );
	}

	if ( client->pers.classSelection == PCL_NONE )
	{
		//This looks hacky and frankly it is. The clientInfo string needs to hold different
		//model details to that of the spawning class or the info change will not be
		//registered and an axis appears instead of the player model. There is zero chance
		//the player can spawn with the battlesuit, hence this choice.
		Com_sprintf( buffer, MAX_QPATH, "%s/%s",  BG_ClassModelConfig( PCL_HUMAN_BSUIT )->modelName,
		             BG_ClassModelConfig( PCL_HUMAN_BSUIT )->skinName );
	}
	else
	{
		Com_sprintf( buffer, MAX_QPATH, "%s/%s",  BG_ClassModelConfig( client->pers.classSelection )->modelName,
		             BG_ClassModelConfig( client->pers.classSelection )->skinName );

		if ( BG_ClassModelConfig( client->pers.classSelection )->segmented )
		{
			client->ps.persistant[ PERS_STATE ] |= PS_NONSEGMODEL;
		}
		else
		{
			client->ps.persistant[ PERS_STATE ] &= ~PS_NONSEGMODEL;
		}
	}

	Q_strncpyz( model, buffer, sizeof( model ) );

	// wallwalk follow
	s = Info_ValueForKey( userinfo, "cg_wwFollow" );

	if ( atoi( s ) )
	{
		client->ps.persistant[ PERS_STATE ] |= PS_WALLCLIMBINGFOLLOW;
	}
	else
	{
		client->ps.persistant[ PERS_STATE ] &= ~PS_WALLCLIMBINGFOLLOW;
	}

	// wallwalk toggle
	s = Info_ValueForKey( userinfo, "cg_wwToggle" );

	if ( atoi( s ) )
	{
		client->ps.persistant[ PERS_STATE ] |= PS_WALLCLIMBINGTOGGLE;
	}
	else
	{
		client->ps.persistant[ PERS_STATE ] &= ~PS_WALLCLIMBINGTOGGLE;
	}

	// always sprint
	s = Info_ValueForKey( userinfo, "cg_sprintToggle" );

	if ( atoi( s ) )
	{
		client->ps.persistant[ PERS_STATE ] |= PS_SPRINTTOGGLE;
	}
	else
	{
		client->ps.persistant[ PERS_STATE ] &= ~PS_SPRINTTOGGLE;
	}

	// fly speed
	s = Info_ValueForKey( userinfo, "cg_flySpeed" );

	if ( *s )
	{
		client->pers.flySpeed = atoi( s );
	}
	else
	{
		client->pers.flySpeed = BG_Class( PCL_NONE )->speed;
	}

	// disable blueprint errors
	s = Info_ValueForKey( userinfo, "cg_disableBlueprintErrors" );

	if ( atoi( s ) )
	{
		client->pers.disableBlueprintErrors = qtrue;
	}
	else
	{
		client->pers.disableBlueprintErrors = qfalse;
	}

	// teamInfo
	s = Info_ValueForKey( userinfo, "teamoverlay" );

	if ( atoi( s ) != 0 )
	{
		// teamoverlay was enabled so we need an update
		if ( client->pers.teamInfo == 0 )
		{
			client->pers.teamInfo = 1;
		}
	}
	else
	{
		client->pers.teamInfo = 0;
	}

	s = Info_ValueForKey( userinfo, "cg_unlagged" );

	if ( !s[ 0 ] || atoi( s ) != 0 )
	{
		client->pers.useUnlagged = qtrue;
	}
	else
	{
		client->pers.useUnlagged = qfalse;
	}

	Q_strncpyz( client->pers.voice, Info_ValueForKey( userinfo, "voice" ),
	            sizeof( client->pers.voice ) );

	// send over a subset of the userinfo keys so other clients can
	// print scoreboards, display models, and play custom sounds

	Com_sprintf( userinfo, sizeof( userinfo ),
	             "n\\%s\\t\\%i\\model\\%s\\ig\\%16s\\v\\%s",
	             client->pers.netname, client->pers.team, model,
	             Com_ClientListString( &client->sess.ignoreList ),
	             client->pers.voice );

	trap_SetConfigstring( CS_PLAYERS + clientNum, userinfo );

	/*G_LogPrintf( "ClientUserinfoChanged: %i %s\n", clientNum, userinfo );*/

	return NULL;
}

/*
===========
ClientConnect

Called when a player begins connecting to the server.
Called again for every map change or tournement restart.

The session information will be valid after exit.

Return NULL if the client should be allowed, otherwise return
a string with the reason for denial.

Otherwise, the client will be sent the current gamestate
and will eventually get to ClientBegin.

firstTime will be qtrue the very first time a client connects
to the server machine, but qfalse on map changes and tournement
restarts.
============
*/
char *ClientConnect( int clientNum, qboolean firstTime )
{
	char            *value;
	char            *userInfoError;
	gclient_t       *client;
	char            userinfo[ MAX_INFO_STRING ];
	char            pubkey[ RSA_STRING_LENGTH ];
	gentity_t       *ent;
	char            reason[ MAX_STRING_CHARS ] = { "" };
	int             i;
	const char      *country;

	ent = &g_entities[ clientNum ];
	client = &level.clients[ clientNum ];

	// ignore if client already connected
	if ( client->pers.connected != CON_DISCONNECTED )
	{
		return NULL;
	}

	ent->client = client;
	memset( client, 0, sizeof( *client ) );

	trap_GetUserinfo( clientNum, userinfo, sizeof( userinfo ) );

	value = Info_ValueForKey( userinfo, "ip" );

	// check for local client
	if ( !strcmp( value, "localhost" ) )
	{
		client->pers.localClient = qtrue;
	}

	G_AddressParse( value, &client->pers.ip );

	trap_GetPlayerPubkey( clientNum, pubkey, sizeof( pubkey ) );

	if ( strlen( pubkey ) != RSA_STRING_LENGTH - 1 )
	{
		return "Invalid pubkey key";
	}

	trap_GenFingerprint( pubkey, sizeof( pubkey ), client->pers.guid, sizeof( client->pers.guid ) );
	client->pers.admin = G_admin_admin( client->pers.guid );

	client->pers.pubkey_authenticated = qfalse;

	if ( client->pers.admin )
	{
		trap_GMTime( &client->pers.admin->lastSeen );
	}

	// check for admin ban
	if ( G_admin_ban_check( ent, reason, sizeof( reason ) ) )
	{
		return va( "%s", reason ); // reason is local
	}

	// check for a password
	value = Info_ValueForKey( userinfo, "password" );

	if ( g_password.string[ 0 ] && Q_stricmp( g_password.string, "none" ) &&
	     strcmp( g_password.string, value ) != 0 )
	{
		return "Invalid password";
	}

	// if a player reconnects quickly after a disconnect, the client disconnect may never be called, thus flag can get lost in the ether
	if ( ent->inuse )
	{
		G_LogPrintf( "Forcing disconnect on active client: %i\n", (int)( ent - g_entities ) );
		// so lets just fix up anything that should happen on a disconnect
		ClientDisconnect( ent-g_entities );
	}

	for ( i = 0; i < level.maxclients; i++ )
	{
		if ( level.clients[ i ].pers.connected == CON_DISCONNECTED )
		{
			continue;
		}

		if ( !( g_entities[i].r.svFlags & SVF_BOT ) && !Q_stricmp( client->pers.guid, level.clients[ i ].pers.guid ) )
		{
			if ( !G_ClientIsLagging( level.clients + i ) )
			{
				trap_SendServerCommand( i, "cp \"Your GUID is not secure\"" );
				return "Duplicate GUID";
			}

			trap_DropClient( i, "Ghost" );
		}
	}

	client->pers.connected = CON_CONNECTING;

	// read or initialize the session data
	if ( firstTime )
	{
		G_InitSessionData( client, userinfo );
	}

	G_ReadSessionData( client );

	// get and distribute relevent paramters
	G_namelog_connect( client );
	userInfoError = ClientUserinfoChanged( clientNum, qfalse );

	if ( userInfoError != NULL )
	{
		return userInfoError;
	}

	G_LogPrintf( "ClientConnect: %i [%s] (%s) \"%s^7\" \"%c%s%c^7\"\n",
	             clientNum, client->pers.ip.str[0] ? client->pers.ip.str : "127.0.0.1", client->pers.guid,
	             client->pers.netname,
	             DECOLOR_OFF, client->pers.netname, DECOLOR_ON );

	country = Info_ValueForKey( userinfo, "geoip" );
	Q_strncpyz( client->pers.country, country, sizeof( client->pers.country ) );

	// don't do the "xxx connected" messages if they were caried over from previous level
	if ( firstTime )
	{
		if ( g_geoip.integer && country && *country )
		{
			trap_SendServerCommand( -1, va( "print_tr %s %s %s", QQ( N_("$1$^7 connected from $2$\n") ),
			                                Quote( client->pers.netname ), Quote( country ) ) );
		}
		else
		{
			trap_SendServerCommand( -1, va( "print_tr %s %s", QQ( N_("$1$^7 connected\n") ),
			                                Quote( client->pers.netname ) ) );
		}
	}

	// count current clients and rank for scoreboard
	CalculateRanks();

	// if this is after !restart keepteams or !restart switchteams, apply said selection
	if ( client->sess.restartTeam != TEAM_NONE )
	{
		G_ChangeTeam( ent, client->sess.restartTeam );
		client->sess.restartTeam = TEAM_NONE;
	}

	return NULL;
}

/*
===========
ClientBotConnect

Cut-down version of ClientConnect.
Doesn't do things not relevant to bots (which are local GUIDless clients).
============
*/
char *ClientBotConnect( int clientNum, qboolean firstTime, team_t team )
{
	char            *userInfoError;
	gclient_t       *client;
	char            userinfo[ MAX_INFO_STRING ];
	gentity_t       *ent;

	ent = &g_entities[ clientNum ];
	client = &level.clients[ clientNum ];

	ent->client = client;
	memset( client, 0, sizeof( *client ) );

	trap_GetUserinfo( clientNum, userinfo, sizeof( userinfo ) );

	client->pers.localClient = qtrue;
	G_AddressParse( "localhost", &client->pers.ip );

	Q_strncpyz( client->pers.guid, "XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX", sizeof( client->pers.guid ) );
	client->pers.admin = NULL;
	client->pers.pubkey_authenticated = qtrue;
	client->pers.connected = CON_CONNECTING;

	// read or initialize the session data
	if ( firstTime )
	{
		G_InitSessionData( client, userinfo );
	}

	G_ReadSessionData( client );

	// get and distribute relevant parameters
	G_namelog_connect( client );
	userInfoError = ClientUserinfoChanged( clientNum, qfalse );

	if ( userInfoError != NULL )
	{
		return userInfoError;
	}

	ent->r.svFlags |= SVF_BOT;

	// can happen during reconnection
	if ( !ent->botMind )
	{
		G_BotSetDefaults( clientNum, team, client->sess.botSkill, client->sess.botTree );
	}

	G_LogPrintf( "ClientConnect: %i [%s] (%s) \"%s^7\" \"%c%s%c^7\" [BOT]\n",
	             clientNum, client->pers.ip.str[0] ? client->pers.ip.str : "127.0.0.1", client->pers.guid,
	             client->pers.netname,
	             DECOLOR_OFF, client->pers.netname, DECOLOR_ON );

	// don't do the "xxx connected" messages if they were caried over from previous level
	if ( firstTime )
	{
		trap_SendServerCommand( -1, va( "print_tr %s %s", QQ( N_("$1$^7 connected\n") ),
		                                Quote( client->pers.netname ) ) );
	}

	// count current clients and rank for scoreboard
	CalculateRanks();

	// if this is after !restart keepteams or !restart switchteams, apply said selection
	if ( client->sess.restartTeam != TEAM_NONE )
	{
//		G_ChangeTeam( ent, client->sess.restartTeam );
//		client->sess.restartTeam = TEAM_NONE;
	}
	else if ( team != TEAM_NONE )
	{
//		G_ChangeTeam( ent, team );
		client->sess.restartTeam = team;
	}

	return NULL;
}

/*
============
ClientAdminChallenge
============
*/
void ClientAdminChallenge( int clientNum )
{
	gclient_t       *client = level.clients + clientNum;
	g_admin_admin_t *admin = client->pers.admin;

	if ( !client->pers.pubkey_authenticated && admin && admin->pubkey[ 0 ] && ( level.time - client->pers.pubkey_challengedAt ) >= 6000 )
	{
		trap_SendServerCommand( clientNum, va( "pubkey_decrypt %s", admin->msg2 ) );
		client->pers.pubkey_challengedAt = level.time ^ ( 5 * clientNum ); // a small amount of jitter

		// copy the decrypted message because generating a new message will overwrite it
		G_admin_writeconfig();
	}
}

/*
===========
ClientBegin

Called when a client has finished connecting, and is ready
to be placed into the level. This will happen on every
level load and level restart, but doesn't happen on respawns.
============
*/
void ClientBegin( int clientNum )
{
	gentity_t       *ent;
	gclient_t       *client;
	int             flags;
	char            startMsg[ MAX_STRING_CHARS ];

	ent = g_entities + clientNum;

	client = level.clients + clientNum;

	// ignore if client already entered the game
	if ( client->pers.connected != CON_CONNECTING )
	{
		return;
	}

	if ( ent->r.linked )
	{
		trap_UnlinkEntity( ent );
	}

	G_InitGentity( ent );
	ent->touch = 0;
	ent->pain = 0;
	ent->client = client;

	client->pers.connected = CON_CONNECTED;
	client->pers.enterTime = level.time;

	ClientAdminChallenge( clientNum );

	// save eflags around this, because changing teams will
	// cause this to happen with a valid entity, and we
	// want to make sure the teleport bit is set right
	// so the viewpoint doesn't interpolate through the
	// world to the new position
	flags = client->ps.eFlags;
	memset( &client->ps, 0, sizeof( client->ps ) );
	memset( &client->pmext, 0, sizeof( client->pmext ) );
	client->ps.eFlags = flags;

	// locate ent at a spawn point
	ClientSpawn( ent, NULL, NULL, NULL );

	trap_SendServerCommand( -1, va( "print_tr %s %s", QQ( N_("$1$^7 entered the game\n") ), Quote( client->pers.netname ) ) );

	trap_Cvar_VariableStringBuffer( "g_mapStartupMessage", startMsg, sizeof( startMsg ) );

	if ( *startMsg )
	{
		trap_SendServerCommand( ent - g_entities, va( "cpd %d %s", g_mapStartupMessageDelay.integer, Quote( startMsg ) ) );
	}

	G_namelog_restore( client );

	G_LogPrintf( "ClientBegin: %i\n", clientNum );

	// count current clients and rank for scoreboard
	CalculateRanks();

	// send the client a list of commands that can be used
	if ( !client->pers.admin )
	{
		G_ListCommands( ent );
	}

	// display the help menu, if connecting the first time
	if ( !client->sess.seenWelcome )
	{
		client->sess.seenWelcome = 1;

		// 0 - don't show
		// 1 - always show to all
		// 2 - show only to unregistered
		switch ( g_showHelpOnConnection.integer )
		{
		case 0:
			if (0)
		default:
			if ( !client->pers.admin )
		case 1:
			G_TriggerMenu( client->ps.clientNum, MN_WELCOME );
		}
	}
}

/*
===========
ClientSpawn

Called every time a client is placed fresh in the world:
after the first ClientBegin, and after each respawn and evolve
Initializes all non-persistent parts of playerState
============
*/
void ClientSpawn( gentity_t *ent, gentity_t *spawn, const vec3_t origin, const vec3_t angles )
{
	int                index;
	vec3_t             spawn_origin, spawn_angles;
	gclient_t          *client;
	int                i;
	clientPersistant_t saved;
	clientSession_t    savedSess;
	qboolean           savedNoclip, savedCliprcontents;
	int                persistant[ MAX_PERSISTANT ];
	gentity_t          *spawnPoint = NULL;
	int                flags;
	int                savedPing;
	int                teamLocal;
	int                eventSequence;
	char               userinfo[ MAX_INFO_STRING ];
	vec3_t             up = { 0.0f, 0.0f, 1.0f };
	int                maxAmmo, maxClips;
	weapon_t           weapon;

	index = ent - g_entities;
	client = ent->client;

	teamLocal = client->pers.team;

	//if client is dead and following teammate, stop following before spawning
	if ( client->sess.spectatorClient != -1 )
	{
		client->sess.spectatorClient = -1;
		client->sess.spectatorState = SPECTATOR_FREE;
	}

	// only start client if chosen a class and joined a team
	if ( client->pers.classSelection == PCL_NONE && teamLocal == TEAM_NONE )
	{
		client->sess.spectatorState = SPECTATOR_FREE;
	}
	else if ( client->pers.classSelection == PCL_NONE )
	{
		client->sess.spectatorState = SPECTATOR_LOCKED;
	}

	// if client is dead and following teammate, stop following before spawning
	if ( ent->client->sess.spectatorState == SPECTATOR_FOLLOW )
	{
		G_StopFollowing( ent );
	}

	if ( origin != NULL )
	{
		VectorCopy( origin, spawn_origin );
	}

	if ( angles != NULL )
	{
		VectorCopy( angles, spawn_angles );
	}

	// find a spawn point
	// do it before setting health back up, so farthest
	// ranging doesn't count this client
	if ( client->sess.spectatorState != SPECTATOR_NOT )
	{
		if ( teamLocal == TEAM_NONE )
		{
			spawnPoint = G_SelectSpectatorSpawnPoint( spawn_origin, spawn_angles );
		}
		else if ( teamLocal == TEAM_ALIENS )
		{
			spawnPoint = G_SelectAlienLockSpawnPoint( spawn_origin, spawn_angles );
		}
		else if ( teamLocal == TEAM_HUMANS )
		{
			spawnPoint = G_SelectHumanLockSpawnPoint( spawn_origin, spawn_angles );
		}
	}
	else
	{
		if ( spawn == NULL )
		{
			G_Error( "ClientSpawn: spawn is NULL" );
		}

		spawnPoint = spawn;

		if ( spawnPoint->s.eType == ET_BUILDABLE )
		{
			G_SetBuildableAnim( spawnPoint, BANIM_SPAWN1, qtrue );

			spawnPoint->buildableStatsCount++;

			if ( spawnPoint->buildableTeam == TEAM_ALIENS )
			{
				spawnPoint->clientSpawnTime = ALIEN_SPAWN_REPEAT_TIME;
			}
			else if ( spawnPoint->buildableTeam == TEAM_HUMANS )
			{
				spawnPoint->clientSpawnTime = HUMAN_SPAWN_REPEAT_TIME;
			}
		}
	}

	// toggle the teleport bit so the client knows to not lerp
	flags = ( ent->client->ps.eFlags & EF_TELEPORT_BIT ) ^ EF_TELEPORT_BIT;
	G_UnlaggedClear( ent );

	// clear everything but the persistent data

	saved = client->pers;
	savedSess = client->sess;
	savedPing = client->ps.ping;
	savedNoclip = client->noclip;
	savedCliprcontents = client->cliprcontents;

	for ( i = 0; i < MAX_PERSISTANT; i++ )
	{
		persistant[ i ] = client->ps.persistant[ i ];
	}

	eventSequence = client->ps.eventSequence;
	memset( client, 0, sizeof( *client ) );

	client->pers = saved;
	client->sess = savedSess;
	client->ps.ping = savedPing;
	client->noclip = savedNoclip;
	client->cliprcontents = savedCliprcontents;

	for ( i = 0; i < MAX_PERSISTANT; i++ )
	{
		client->ps.persistant[ i ] = persistant[ i ];
	}

	client->ps.eventSequence = eventSequence;

	// increment the spawncount so the client will detect the respawn
	client->ps.persistant[ PERS_SPAWN_COUNT ]++;
	client->ps.persistant[ PERS_SPECSTATE ] = client->sess.spectatorState;

	client->airOutTime = level.time + 12000;

	trap_GetUserinfo( index, userinfo, sizeof( userinfo ) );
	client->ps.eFlags = flags;

	//Com_Printf( "ent->client->pers->pclass = %i\n", ent->client->pers.classSelection );

	ent->s.groundEntityNum = ENTITYNUM_NONE;
	ent->client = &level.clients[ index ];
	ent->takedamage = teamLocal != TEAM_NONE && client->sess.spectatorState == SPECTATOR_NOT; //qtrue;
	ent->classname = S_PLAYER_CLASSNAME;
	if ( client->noclip )
	{
		client->cliprcontents = CONTENTS_BODY;
	}
	else
	{
		ent->r.contents = CONTENTS_BODY;
	}
	ent->clipmask = MASK_PLAYERSOLID;
	ent->die = G_PlayerDie;
	ent->waterlevel = 0;
	ent->watertype = 0;
	ent->flags &= FL_GODMODE | FL_NOTARGET;

	// calculate each client's acceleration
	ent->evaluateAcceleration = qtrue;

	client->ps.stats[ STAT_MISC ] = 0;

	client->ps.eFlags = flags;
	client->ps.clientNum = index;

	BG_ClassBoundingBox( ent->client->pers.classSelection, ent->r.mins, ent->r.maxs, NULL, NULL, NULL );

	if ( client->sess.spectatorState == SPECTATOR_NOT )
	{
		client->ps.stats[ STAT_MAX_HEALTH ] =
		  BG_Class( ent->client->pers.classSelection )->health;
	}
	else
	{
		client->ps.stats[ STAT_MAX_HEALTH ] = 100;
	}

	// clear entity values
	if ( ent->client->pers.classSelection == PCL_HUMAN_NAKED )
	{
		BG_AddUpgradeToInventory( UP_MEDKIT, client->ps.stats );
		weapon = client->pers.humanItemSelection;
	}
	else if ( client->sess.spectatorState == SPECTATOR_NOT )
	{
		weapon = BG_Class( ent->client->pers.classSelection )->startWeapon;
	}
	else
	{
		weapon = WP_NONE;
	}

	maxAmmo = BG_Weapon( weapon )->maxAmmo;
	maxClips = BG_Weapon( weapon )->maxClips;
	client->ps.stats[ STAT_WEAPON ] = weapon;
	client->ps.ammo = maxAmmo;
	client->ps.clips = maxClips;

	// We just spawned, not changing weapons
	client->ps.persistant[ PERS_NEWWEAPON ] = 0;

	client->ps.persistant[ PERS_TEAM ] = client->pers.team;

	// TODO: Check whether stats can be cleared at once instead of per field
	client->ps.stats[ STAT_STAMINA ] = STAMINA_MAX;
	client->ps.stats[ STAT_FUEL ]    = JETPACK_FUEL_MAX;
	client->ps.stats[ STAT_CLASS ] = ent->client->pers.classSelection;
	client->ps.stats[ STAT_BUILDABLE ] = BA_NONE;
	client->ps.stats[ STAT_PREDICTION ] = 0;
	client->ps.stats[ STAT_STATE ] = 0;

	VectorSet( client->ps.grapplePoint, 0.0f, 0.0f, 1.0f );

	// health will count down towards max_health
	ent->health = client->ps.stats[ STAT_HEALTH ] = client->ps.stats[ STAT_MAX_HEALTH ]; //* 1.25;

	//if evolving scale health
	if ( ent == spawn )
	{
		ent->health *= ent->client->pers.evolveHealthFraction;
		client->ps.stats[ STAT_HEALTH ] *= ent->client->pers.evolveHealthFraction;
	}

	//clear the credits array
	for ( i = 0; i < MAX_CLIENTS; i++ )
	{
		ent->credits[ i ] = 0.0f;
	}

	G_SetOrigin( ent, spawn_origin );
	VectorCopy( spawn_origin, client->ps.origin );

#define UP_VEL 150.0f
#define F_VEL  50.0f

	//give aliens some spawn velocity
	if ( client->sess.spectatorState == SPECTATOR_NOT &&
	     client->pers.team == TEAM_ALIENS )
	{
		if ( ent == spawn )
		{
			//evolution particle system
			G_AddPredictableEvent( ent, EV_ALIEN_EVOLVE, DirToByte( up ) );
		}
		else
		{
			spawn_angles[ YAW ] += 180.0f;
			AngleNormalize360( spawn_angles[ YAW ] );

			if ( spawnPoint->s.origin2[ 2 ] > 0.0f )
			{
				vec3_t forward, dir;

				AngleVectors( spawn_angles, forward, NULL, NULL );
				VectorScale( forward, F_VEL, forward );
				VectorAdd( spawnPoint->s.origin2, forward, dir );
				VectorNormalize( dir );

				VectorScale( dir, UP_VEL, client->ps.velocity );
			}

			G_AddPredictableEvent( ent, EV_PLAYER_RESPAWN, 0 );
		}
	}
	else if ( client->sess.spectatorState == SPECTATOR_NOT &&
	          client->pers.team == TEAM_HUMANS )
	{
		spawn_angles[ YAW ] += 180.0f;
		AngleNormalize360( spawn_angles[ YAW ] );
	}

	// the respawned flag will be cleared after the attack and jump keys come up
	client->ps.pm_flags |= PMF_RESPAWNED;

	trap_GetUsercmd( client - level.clients, &ent->client->pers.cmd );
	G_SetClientViewAngle( ent, spawn_angles );

	if ( client->sess.spectatorState == SPECTATOR_NOT )
	{
		trap_LinkEntity( ent );

		// force the base weapon up
		if ( client->pers.team == TEAM_HUMANS )
		{
			G_ForceWeaponChange( ent, weapon );
		}

		client->ps.weaponstate = WEAPON_READY;
	}

	// don't allow full run speed for a bit
	client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
	client->ps.pm_time = 100;

	client->respawnTime = level.time;
	ent->nextRegenTime = level.time;

	client->inactivityTime = level.time + g_inactivity.integer * 1000;
	usercmdClearButtons( client->latched_buttons );

	// set default animations
	client->ps.torsoAnim = TORSO_STAND;
	client->ps.legsAnim = LEGS_IDLE;

	if ( level.intermissiontime )
	{
		MoveClientToIntermission( ent );
	}
	else
	{
		// fire the targets of the spawn point
		if ( !spawn && spawnPoint )
		{
			G_EventFireEntity( spawnPoint, ent, ON_SPAWN );
		}

		// select the highest weapon number available, after any
		// spawn given items have fired
		client->ps.weapon = 1;

		for ( i = WP_NUM_WEAPONS - 1; i > 0; i-- )
		{
			if ( BG_InventoryContainsWeapon( i, client->ps.stats ) )
			{
				client->ps.weapon = i;
				break;
			}
		}
	}

	// run a client frame to drop exactly to the floor,
	// initialize animations and other things
	client->ps.commandTime = level.time - 100;
	ent->client->pers.cmd.serverTime = level.time;
	ClientThink( ent - g_entities );

	// positively link the client, even if the command times are weird
	if ( client->sess.spectatorState == SPECTATOR_NOT )
	{
		BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue );
		VectorCopy( ent->client->ps.origin, ent->r.currentOrigin );
		trap_LinkEntity( ent );
	}

	// must do this here so the number of active clients is calculated
	CalculateRanks();

	// run the presend to set anything else
	ClientEndFrame( ent );

	// clear entity state values
	BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue );

	client->pers.infoChangeTime = level.time;
}

/*
===========
ClientDisconnect

Called when a player drops from the server.
Will not be called between levels.

This should NOT be called directly by any game logic,
call trap_DropClient(), which will call this and do
server system housekeeping.
============
*/
void ClientDisconnect( int clientNum )
{
	gentity_t *ent;
	gentity_t *tent;
	int       i;

	ent = g_entities + clientNum;

	if ( !ent->client || ent->client->pers.connected == CON_DISCONNECTED )
	{
		return;
	}

	G_LeaveTeam( ent );
	G_namelog_disconnect( ent->client );
	G_Vote( ent, TEAM_NONE, qfalse );

	// stop any following clients
	for ( i = 0; i < level.maxclients; i++ )
	{
		// remove any /ignore settings for this clientNum
		Com_ClientListRemove( &level.clients[ i ].sess.ignoreList, clientNum );
	}

	// send effect if they were completely connected
	if ( ent->client->pers.connected == CON_CONNECTED &&
	     ent->client->sess.spectatorState == SPECTATOR_NOT )
	{
		tent = G_NewTempEntity( ent->client->ps.origin, EV_PLAYER_TELEPORT_OUT );
		tent->s.clientNum = ent->s.clientNum;
	}

	G_LogPrintf( "ClientDisconnect: %i [%s] (%s) \"%s^7\"\n", clientNum,
	             ent->client->pers.ip.str, ent->client->pers.guid, ent->client->pers.netname );

	trap_UnlinkEntity( ent );
	ent->inuse = qfalse;
	ent->classname = "disconnected";
	ent->client->pers.connected = CON_DISCONNECTED;
	ent->client->sess.spectatorState = SPECTATOR_NOT;
	ent->client->ps.persistant[ PERS_SPECSTATE ] = SPECTATOR_NOT;

	trap_SetConfigstring( CS_PLAYERS + clientNum, "" );

	CalculateRanks();
}
