]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/cl_client.qc
Merge branch 'TimePath/experiments/csqc_prediction' into Mario/qc_physics
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_client.qc
1 #include "waypointsprites.qh"
2
3 #include "cl_impulse.qh"
4 #include "cl_player.qh"
5 #include "ent_cs.qh"
6 #include "g_subs.qh"
7 #include "ipban.qh"
8 #include "miscfunctions.qh"
9 #include "portals.qh"
10 #include "teamplay.qh"
11 #include "playerdemo.qh"
12
13 #include "bot/bot.qh"
14 #include "bot/navigation.qh"
15
16 #include "weapons/hitplot.qh"
17 #include "weapons/weaponsystem.qh"
18
19 #include "../common/net_notice.qh"
20 #include "../common/physics.qh"
21
22 #include "../common/triggers/subs.qh"
23 #include "../common/triggers/triggers.qh"
24 #include "../common/triggers/trigger/secret.qh"
25
26 #include "../common/monsters/sv_monsters.qh"
27
28 #include "../warpzonelib/server.qh"
29
30 float c1, c2, c3, c4;
31
32 void send_CSQC_teamnagger() {
33         WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
34         WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
35 }
36
37 float ClientData_Send(entity to, int sf)
38 {
39         if(to != self.owner)
40         {
41                 error("wtf");
42                 return false;
43         }
44
45         entity e;
46
47         e = to;
48         if(IS_SPEC(to))
49                 e = to.enemy;
50
51         sf = 0;
52
53         if(e.race_completed)
54                 sf |= 1; // forced scoreboard
55         if(to.spectatee_status)
56                 sf |= 2; // spectator ent number follows
57         if(e.zoomstate)
58                 sf |= 4; // zoomed
59         if(e.porto_v_angle_held)
60                 sf |= 8; // angles held
61
62         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
63         WriteByte(MSG_ENTITY, sf);
64
65         if(sf & 2)
66                 WriteByte(MSG_ENTITY, to.spectatee_status);
67
68         if(sf & 8)
69         {
70                 WriteAngle(MSG_ENTITY, e.v_angle.x);
71                 WriteAngle(MSG_ENTITY, e.v_angle.y);
72         }
73
74         return true;
75 }
76
77 void ClientData_Attach()
78 {
79         Net_LinkEntity(self.clientdata = spawn(), false, 0, ClientData_Send);
80         self.clientdata.drawonlytoclient = self;
81         self.clientdata.owner = self;
82 }
83
84 void ClientData_Detach()
85 {
86         remove(self.clientdata);
87         self.clientdata = world;
88 }
89
90 void ClientData_Touch(entity e)
91 {
92         e.clientdata.SendFlags = 1;
93
94         // make it spectatable
95         entity e2;
96         FOR_EACH_REALCLIENT(e2)
97         {
98                 if(e2 != e)
99                         if(IS_SPEC(e2))
100                                 if(e2.enemy == e)
101                                         e2.clientdata.SendFlags = 1;
102         }
103 }
104
105 .string netname_previous;
106
107 void SetSpectator(entity player, entity spectatee);
108
109
110 /*
111 =============
112 CheckPlayerModel
113
114 Checks if the argument string can be a valid playermodel.
115 Returns a valid one in doubt.
116 =============
117 */
118 string FallbackPlayerModel;
119 string CheckPlayerModel(string plyermodel) {
120         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
121         {
122                 // note: we cannot summon Don Strunzone here, some player may
123                 // still have the model string set. In case anyone manages how
124                 // to change a cvar default, we'll have a small leak here.
125                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
126         }
127         // only in right path
128         if( substring(plyermodel,0,14) != "models/player/")
129                 return FallbackPlayerModel;
130         // only good file extensions
131         if(substring(plyermodel,-4,4) != ".zym")
132         if(substring(plyermodel,-4,4) != ".dpm")
133         if(substring(plyermodel,-4,4) != ".iqm")
134         if(substring(plyermodel,-4,4) != ".md3")
135         if(substring(plyermodel,-4,4) != ".psk")
136                 return FallbackPlayerModel;
137         // forbid the LOD models
138         if(substring(plyermodel, -9,5) == "_lod1")
139                 return FallbackPlayerModel;
140         if(substring(plyermodel, -9,5) == "_lod2")
141                 return FallbackPlayerModel;
142         if(plyermodel != strtolower(plyermodel))
143                 return FallbackPlayerModel;
144         // also, restrict to server models
145         if(autocvar_sv_servermodelsonly)
146         {
147                 if(!fexists(plyermodel))
148                         return FallbackPlayerModel;
149         }
150         return plyermodel;
151 }
152
153 void setplayermodel(entity e, string modelname)
154 {
155         precache_model(modelname);
156         setmodel(e, modelname);
157         player_setupanimsformodel();
158         UpdatePlayerSounds();
159 }
160
161 /*
162 =============
163 PutObserverInServer
164
165 putting a client as observer in the server
166 =============
167 */
168 void FixPlayermodel();
169 void PutObserverInServer (void)
170 {
171         entity  spot;
172     self.hud = HUD_NORMAL;
173
174         if(IS_PLAYER(self)) { pointparticles(particleeffectnum("spawn_event_neutral"), self.origin, '0 0 0', 1); }
175
176         spot = SelectSpawnPoint (true);
177         if(!spot)
178                 error("No spawnpoints for observers?!?\n");
179         RemoveGrapplingHook(self); // Wazat's Grappling Hook
180
181         if(IS_REAL_CLIENT(self))
182         {
183                 msg_entity = self;
184                 WriteByte(MSG_ONE, SVC_SETVIEW);
185                 WriteEntity(MSG_ONE, self);
186         }
187
188         self.frags = FRAGS_SPECTATOR;
189
190         MUTATOR_CALLHOOK(MakePlayerObserver);
191
192         Portal_ClearAll(self);
193
194         Unfreeze(self);
195
196         if(self.alivetime)
197         {
198                 if(!warmup_stage)
199                         PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
200                 self.alivetime = 0;
201         }
202
203         if(self.vehicle)
204                 vehicles_exit(VHEF_RELESE);
205
206         WaypointSprite_PlayerDead();
207
208         if (!g_ca)  // don't reset teams when moving a ca player to the spectators
209                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog
210
211         if(self.killcount != -666)
212         {
213                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
214                 if(autocvar_g_chat_nospectators == 1 || (cvar("g_warmup") && !(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
215                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_CHAT_NOSPECTATORS);
216
217                 if(self.just_joined == false) {
218                         LogTeamchange(self.playerid, -1, 4);
219                 } else
220                         self.just_joined = false;
221         }
222
223         PlayerScore_Clear(self); // clear scores when needed
224
225         accuracy_resend(self);
226
227         self.spectatortime = time;
228
229         self.classname = "observer";
230         self.iscreature = false;
231         self.teleportable = TELEPORT_SIMPLE;
232         self.damagedbycontents = false;
233         self.health = -666;
234         self.takedamage = DAMAGE_NO;
235         self.solid = SOLID_NOT;
236         self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
237         self.flags = FL_CLIENT | FL_NOTARGET;
238         self.armorvalue = 666;
239         self.effects = 0;
240         self.armorvalue = autocvar_g_balance_armor_start;
241         self.pauserotarmor_finished = 0;
242         self.pauserothealth_finished = 0;
243         self.pauseregen_finished = 0;
244         self.damageforcescale = 0;
245         self.death_time = 0;
246         self.respawn_flags = 0;
247         self.respawn_time = 0;
248         self.stat_respawn_time = 0;
249         self.alpha = 0;
250         self.scale = 0;
251         self.fade_time = 0;
252         self.pain_frame = 0;
253         self.pain_finished = 0;
254         self.strength_finished = 0;
255         self.invincible_finished = 0;
256         self.superweapons_finished = 0;
257         self.pushltime = 0;
258         self.istypefrag = 0;
259         self.think = func_null;
260         self.nextthink = 0;
261         self.hook_time = 0;
262         self.deadflag = DEAD_NO;
263         self.angles = spot.angles;
264         self.angles_z = 0;
265         self.fixangle = true;
266         self.crouch = false;
267         self.revival_time = 0;
268
269         setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
270         self.prevorigin = self.origin;
271         self.items = 0;
272         self.weapons = '0 0 0';
273         self.model = "";
274         FixPlayermodel();
275         setmodel(self, "null");
276         self.drawonlytoclient = self;
277
278         setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
279         self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
280
281         self.weapon = 0;
282         self.weaponname = "";
283         self.switchingweapon = 0;
284         self.weaponmodel = "";
285         self.weaponentity = world;
286         self.exteriorweaponentity = world;
287         self.killcount = -666;
288         self.velocity = '0 0 0';
289         self.avelocity = '0 0 0';
290         self.punchangle = '0 0 0';
291         self.punchvector = '0 0 0';
292         self.oldvelocity = self.velocity;
293         self.fire_endtime = -1;
294         self.event_damage = func_null;
295 }
296
297 .float model_randomizer;
298 void FixPlayermodel()
299 {
300         string defaultmodel;
301         float defaultskin, chmdl, oldskin, n, i;
302         vector m1, m2;
303
304         defaultmodel = "";
305         defaultskin = 0;
306         chmdl = false;
307
308         if(autocvar_sv_defaultcharacter == 1)
309         {
310                 if(teamplay)
311                 {
312                         string s;
313                         s = Static_Team_ColorName_Lower(self.team);
314                         if(s != "neutral")
315                         {
316                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
317                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
318                         }
319                 }
320
321                 if(defaultmodel == "")
322                 {
323                         defaultmodel = autocvar_sv_defaultplayermodel;
324                         defaultskin = autocvar_sv_defaultplayerskin;
325                 }
326
327                 n = tokenize_console(defaultmodel);
328                 if(n > 0)
329                 {
330                         defaultmodel = argv(floor(n * self.model_randomizer));
331                         // However, do NOT randomize if the player-selected model is in the list.
332                         for (i = 0; i < n; ++i)
333                                 if ((argv(i) == self.playermodel && defaultskin == stof(self.playerskin)) || argv(i) == strcat(self.playermodel, ":", self.playerskin))
334                                         defaultmodel = argv(i);
335                 }
336
337                 i = strstrofs(defaultmodel, ":", 0);
338                 if(i >= 0)
339                 {
340                         defaultskin = stof(substring(defaultmodel, i+1, -1));
341                         defaultmodel = substring(defaultmodel, 0, i);
342                 }
343         }
344
345         if(defaultmodel != "")
346         {
347                 if (defaultmodel != self.model)
348                 {
349                         m1 = self.mins;
350                         m2 = self.maxs;
351                         setplayermodel (self, defaultmodel);
352                         setsize (self, m1, m2);
353                         chmdl = true;
354                 }
355
356                 oldskin = self.skin;
357                 self.skin = defaultskin;
358         } else {
359                 if (self.playermodel != self.model || self.playermodel == "")
360                 {
361                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
362                         m1 = self.mins;
363                         m2 = self.maxs;
364                         setplayermodel (self, self.playermodel);
365                         setsize (self, m1, m2);
366                         chmdl = true;
367                 }
368
369                 oldskin = self.skin;
370                 self.skin = stof(self.playerskin);
371         }
372
373         if(chmdl || oldskin != self.skin) // model or skin has changed
374         {
375                 self.species = player_getspecies(); // update species
376                 UpdatePlayerSounds(); // update skin sounds
377         }
378
379         if(!teamplay)
380                 if(strlen(autocvar_sv_defaultplayercolors))
381                         if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
382                                 setcolor(self, stof(autocvar_sv_defaultplayercolors));
383 }
384
385 /*
386 =============
387 PutClientInServer
388
389 Called when a client spawns in the server
390 =============
391 */
392 void PutClientInServer (void)
393 {
394         if(IS_BOT_CLIENT(self))
395                 self.classname = "player";
396         else if(IS_REAL_CLIENT(self))
397         {
398                 msg_entity = self;
399                 WriteByte(MSG_ONE, SVC_SETVIEW);
400                 WriteEntity(MSG_ONE, self);
401         }
402
403         SetSpectator(self, world);
404
405         // reset player keys
406         self.itemkeys = 0;
407
408         MUTATOR_CALLHOOK(PutClientInServer);
409
410         if(gameover)
411                 self.classname = "observer";
412
413         if(IS_PLAYER(self))
414         {
415                 entity spot, oldself;
416                 float j;
417
418                 accuracy_resend(self);
419
420                 if(self.team < 0)
421                         JoinBestTeam(self, false, true);
422
423                 spot = SelectSpawnPoint (false);
424                 if(!spot)
425                 {
426                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
427                         return; // spawn failed
428                 }
429
430                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
431
432                 if(self.vehicle)
433                         vehicles_exit(VHEF_RELESE);
434
435                 self.classname = "player";
436                 self.wasplayer = true;
437                 self.iscreature = true;
438                 self.teleportable = TELEPORT_NORMAL;
439                 self.damagedbycontents = true;
440                 self.movetype = MOVETYPE_WALK;
441                 self.solid = SOLID_SLIDEBOX;
442                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
443                 if(autocvar_g_playerclip_collisions)
444                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
445                 if(IS_BOT_CLIENT(self) && autocvar_g_botclip_collisions)
446                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
447                 self.frags = FRAGS_PLAYER;
448                 if(INDEPENDENT_PLAYERS)
449                         MAKE_INDEPENDENT_PLAYER(self);
450                 self.flags = FL_CLIENT;
451                 if(autocvar__notarget)
452                         self.flags |= FL_NOTARGET;
453                 self.takedamage = DAMAGE_AIM;
454                 self.effects = 0;
455                 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
456                 self.air_finished = time + 12;
457                 self.dmg = 2;
458                 if(WEP_CVAR(vortex, charge))
459                 {
460                         if(WEP_CVAR_SEC(vortex, chargepool))
461                                 self.vortex_chargepool_ammo = 1;
462                         self.vortex_charge = WEP_CVAR(vortex, charge_start);
463                 }
464
465                 if(warmup_stage)
466                 {
467                         self.ammo_shells = warmup_start_ammo_shells;
468                         self.ammo_nails = warmup_start_ammo_nails;
469                         self.ammo_rockets = warmup_start_ammo_rockets;
470                         self.ammo_cells = warmup_start_ammo_cells;
471                         self.ammo_plasma = warmup_start_ammo_plasma;
472                         self.ammo_fuel = warmup_start_ammo_fuel;
473                         self.health = warmup_start_health;
474                         self.armorvalue = warmup_start_armorvalue;
475                         self.weapons = WARMUP_START_WEAPONS;
476                 }
477                 else
478                 {
479                         self.ammo_shells = start_ammo_shells;
480                         self.ammo_nails = start_ammo_nails;
481                         self.ammo_rockets = start_ammo_rockets;
482                         self.ammo_cells = start_ammo_cells;
483                         self.ammo_plasma = start_ammo_plasma;
484                         self.ammo_fuel = start_ammo_fuel;
485                         self.health = start_health;
486                         self.armorvalue = start_armorvalue;
487                         self.weapons = start_weapons;
488                 }
489
490                 if(self.weapons & WEPSET_SUPERWEAPONS)
491                         self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
492                 else
493                         self.superweapons_finished = 0;
494
495                 if(g_weaponarena_random) // WEAPONTODO: more stuff that should be in a mutator. also: rename those cvars
496                 {
497                         if(g_weaponarena_random_with_blaster)
498                                 self.weapons &= ~WEPSET_BLASTER;
499                         W_RandomWeapons(self, g_weaponarena_random);
500                         if(g_weaponarena_random_with_blaster)
501                                 self.weapons |= WEPSET_BLASTER;
502                 }
503
504                 self.items = start_items;
505
506                 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
507                 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
508                 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
509                 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
510                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
511                 //extend the pause of rotting if client was reset at the beginning of the countdown
512                 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
513                         self.spawnshieldtime += game_starttime - time;
514                         self.pauserotarmor_finished += game_starttime - time;
515                         self.pauserothealth_finished += game_starttime - time;
516                         self.pauseregen_finished += game_starttime - time;
517                 }
518                 self.damageforcescale = 2;
519                 self.death_time = 0;
520                 self.respawn_flags = 0;
521                 self.respawn_time = 0;
522                 self.stat_respawn_time = 0;
523                 self.scale = 0;
524                 self.fade_time = 0;
525                 self.pain_frame = 0;
526                 self.pain_finished = 0;
527                 self.strength_finished = 0;
528                 self.invincible_finished = 0;
529                 self.pushltime = 0;
530                 // players have no think function
531                 self.think = func_null;
532                 self.nextthink = 0;
533                 self.hook_time = 0;
534                 self.dmg_team = 0;
535                 self.ballistics_density = autocvar_g_ballistics_density_player;
536
537                 self.metertime = 0;
538
539                 self.deadflag = DEAD_NO;
540
541                 self.angles = spot.angles;
542
543                 self.angles_z = 0; // never spawn tilted even if the spot says to
544                 if(IS_BOT_CLIENT(self))
545                         self.v_angle = self.angles;
546                 self.fixangle = true; // turn this way immediately
547                 self.velocity = '0 0 0';
548                 self.avelocity = '0 0 0';
549                 self.punchangle = '0 0 0';
550                 self.punchvector = '0 0 0';
551                 self.oldvelocity = self.velocity;
552                 self.fire_endtime = -1;
553                 self.revival_time = 0;
554
555                 entity spawnevent = spawn();
556                 spawnevent.owner = self;
557                 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
558
559                 // Cut off any still running player sounds.
560                 stopsound(self, CH_PLAYER_SINGLE);
561
562                 self.model = "";
563                 FixPlayermodel();
564                 self.drawonlytoclient = world;
565
566                 self.crouch = false;
567                 self.view_ofs = PL_VIEW_OFS;
568                 setsize (self, PL_MIN, PL_MAX);
569                 self.spawnorigin = spot.origin;
570                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins.z - 24));
571                 // don't reset back to last position, even if new position is stuck in solid
572                 self.oldorigin = self.origin;
573                 self.prevorigin = self.origin;
574                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
575                 self.lastteleporttime = time; // prevent insane speeds due to changing origin
576         self.hud = HUD_NORMAL;
577
578                 self.event_damage = PlayerDamage;
579
580                 self.bot_attack = true;
581                 self.monster_attack = true;
582
583                 self.spider_slowness = 0;
584
585                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
586
587                 if(self.killcount == -666) {
588                         PlayerScore_Clear(self);
589                         self.killcount = 0;
590                 }
591
592                 CL_SpawnWeaponentity();
593                 self.alpha = default_player_alpha;
594                 self.colormod = '1 1 1' * autocvar_g_player_brightness;
595                 self.exteriorweaponentity.alpha = default_weapon_alpha;
596
597                 self.speedrunning = false;
598
599                 //stuffcmd(self, "chase_active 0");
600                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
601
602                 target_voicescript_clear(self);
603
604                 // reset fields the weapons may use
605                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
606                 {
607                         WEP_ACTION(j, WR_RESETPLAYER);
608
609                         // all weapons must be fully loaded when we spawn
610                         entity e = get_weaponinfo(j);
611                         if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
612                                 self.(weapon_load[j]) = e.reloading_ammo;
613                 }
614
615                 oldself = self;
616                 self = spot;
617                         activator = oldself;
618                                 string s;
619                                 s = self.target;
620                                 self.target = string_null;
621                                 SUB_UseTargets();
622                                 self.target = s;
623                         activator = world;
624                 self = oldself;
625
626                 Unfreeze(self);
627
628                 spawn_spot = spot;
629                 MUTATOR_CALLHOOK(PlayerSpawn);
630
631                 if(autocvar_spawn_debug)
632                 {
633                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
634                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
635                 }
636
637                 self.switchweapon = w_getbestweapon(self);
638                 self.cnt = -1; // W_LastWeapon will not complain
639                 self.weapon = 0;
640                 self.weaponname = "";
641                 self.switchingweapon = 0;
642
643                 if(!warmup_stage)
644                         if(!self.alivetime)
645                                 self.alivetime = time;
646
647                 antilag_clear(self);
648         }
649         else if(IS_OBSERVER(self))
650         {
651                 PutObserverInServer ();
652         }
653 }
654
655 .float ebouncefactor, ebouncestop; // electro's values
656 // TODO do we need all these fields, or should we stop autodetecting runtime
657 // changes and just have a console command to update this?
658 float ClientInit_SendEntity(entity to, float sf)
659 {
660         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
661         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
662         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
663         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
664         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
665         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
666         WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[0]));
667         WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[1]));
668         WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[2]));
669         WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[3]));
670
671         if(sv_foginterval && world.fog != "")
672                 WriteString(MSG_ENTITY, world.fog);
673         else
674                 WriteString(MSG_ENTITY, "");
675         WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
676         WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_mortar_bouncefactor // WEAPONTODO
677         WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_mortar_bouncestop
678         WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_mortar_bouncefactor
679         WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_mortar_bouncestop
680         WriteByte(MSG_ENTITY, WEP_CVAR(vortex, secondary)); // client has to know if it should zoom or not // WEAPONTODO
681         WriteByte(MSG_ENTITY, WEP_CVAR(rifle, secondary)); // client has to know if it should zoom or not // WEAPONTODO
682         WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
683         WriteByte(MSG_ENTITY, WEP_CVAR(minelayer, limit)); // minelayer max mines // WEAPONTODO
684         WriteByte(MSG_ENTITY, WEP_CVAR_SEC(hagar, load_max)); // hagar max loadable rockets // WEAPONTODO
685         WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
686         WriteByte(MSG_ENTITY, WEP_CVAR(porto, secondary)); // WEAPONTODO
687         return true;
688 }
689
690 void ClientInit_CheckUpdate()
691 {
692         self.nextthink = time;
693         if(self.count != autocvar_g_balance_armor_blockpercent)
694         {
695                 self.count = autocvar_g_balance_armor_blockpercent;
696                 self.SendFlags |= 1;
697         }
698         if(self.bouncefactor != autocvar_g_balance_mortar_bouncefactor) // WEAPONTODO
699         {
700                 self.bouncefactor = autocvar_g_balance_mortar_bouncefactor;
701                 self.SendFlags |= 1;
702         }
703         if(self.bouncestop != autocvar_g_balance_mortar_bouncestop)
704         {
705                 self.bouncestop = autocvar_g_balance_mortar_bouncestop;
706                 self.SendFlags |= 1;
707         }
708         if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
709         {
710                 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
711                 self.SendFlags |= 1;
712         }
713         if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
714         {
715                 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
716                 self.SendFlags |= 1;
717         }
718 }
719
720 void ClientInit_Spawn()
721 {
722         entity o;
723         entity e;
724         e = spawn();
725         e.classname = "clientinit";
726         e.think = ClientInit_CheckUpdate;
727         Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
728
729         o = self;
730         self = e;
731         ClientInit_CheckUpdate();
732         self = o;
733 }
734
735 /*
736 =============
737 SetNewParms
738 =============
739 */
740 void SetNewParms (void)
741 {
742         // initialize parms for a new player
743         parm1 = -(86400 * 366);
744 }
745
746 /*
747 =============
748 SetChangeParms
749 =============
750 */
751 void SetChangeParms (void)
752 {
753         // save parms for level change
754         parm1 = self.parm_idlesince - time;
755 }
756
757 /*
758 =============
759 DecodeLevelParms
760 =============
761 */
762 void DecodeLevelParms (void)
763 {
764         // load parms
765         self.parm_idlesince = parm1;
766         if(self.parm_idlesince == -(86400 * 366))
767                 self.parm_idlesince = time;
768
769         // whatever happens, allow 60 seconds of idling directly after connect for map loading
770         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
771 }
772
773 /*
774 =============
775 ClientKill
776
777 Called when a client types 'kill' in the console
778 =============
779 */
780
781 .float clientkill_nexttime;
782 void ClientKill_Now_TeamChange()
783 {
784         if(self.killindicator_teamchange == -1)
785         {
786                 JoinBestTeam( self, false, true );
787         }
788         else if(self.killindicator_teamchange == -2)
789         {
790                 if(blockSpectators)
791                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
792                 PutObserverInServer();
793         }
794         else
795                 SV_ChangeTeam(self.killindicator_teamchange - 1);
796         self.killindicator_teamchange = 0;
797 }
798
799 void ClientKill_Now()
800 {
801         if(self.vehicle)
802         {
803             vehicles_exit(VHEF_RELESE);
804             if(!self.killindicator_teamchange)
805             {
806             self.vehicle_health = -1;
807             Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
808             }
809         }
810
811         if(self.killindicator && !wasfreed(self.killindicator))
812                 remove(self.killindicator);
813
814         self.killindicator = world;
815
816         if(self.killindicator_teamchange)
817                 ClientKill_Now_TeamChange();
818
819         if(IS_PLAYER(self))
820                 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
821
822         // now I am sure the player IS dead
823 }
824 void KillIndicator_Think()
825 {
826         if (gameover)
827         {
828                 self.owner.killindicator = world;
829                 remove(self);
830                 return;
831         }
832
833         if (self.owner.alpha < 0 && !self.owner.vehicle)
834         {
835                 self.owner.killindicator = world;
836                 remove(self);
837                 return;
838         }
839
840         if(self.cnt <= 0)
841         {
842                 self = self.owner;
843                 ClientKill_Now(); // no oldself needed
844                 return;
845         }
846     else if(g_cts && self.health == 1) // health == 1 means that it's silent
847     {
848         self.nextthink = time + 1;
849         self.cnt -= 1;
850     }
851         else
852         {
853                 if(self.cnt <= 10)
854                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
855                 if(IS_REAL_CLIENT(self.owner))
856                 {
857                         if(self.cnt <= 10)
858                                 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
859                 }
860                 self.nextthink = time + 1;
861                 self.cnt -= 1;
862         }
863 }
864
865 float clientkilltime;
866 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
867 {
868         float killtime;
869         float starttime;
870         entity e;
871
872         if (gameover)
873                 return;
874
875         killtime = autocvar_g_balance_kill_delay;
876
877         if(g_race_qualifying || g_cts)
878                 killtime = 0;
879
880     if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
881     {
882                 remove(self.killindicator);
883                 self.killindicator = world;
884
885         ClientKill_Now(); // allow instant kill in this case
886         return;
887     }
888
889         self.killindicator_teamchange = targetteam;
890
891     if(!self.killindicator)
892         {
893                 if(self.deadflag == DEAD_NO)
894                 {
895                         killtime = max(killtime, self.clientkill_nexttime - time);
896                         self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
897                 }
898
899                 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
900                 {
901                         ClientKill_Now();
902                 }
903                 else
904                 {
905                         starttime = max(time, clientkilltime);
906
907                         self.killindicator = spawn();
908                         self.killindicator.owner = self;
909                         self.killindicator.scale = 0.5;
910                         setattachment(self.killindicator, self, "");
911                         setorigin(self.killindicator, '0 0 52');
912                         self.killindicator.think = KillIndicator_Think;
913                         self.killindicator.nextthink = starttime + (self.lip) * 0.05;
914                         clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
915                         self.killindicator.cnt = ceil(killtime);
916                         self.killindicator.count = bound(0, ceil(killtime), 10);
917                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
918
919                         for(e = world; (e = find(e, classname, "body")) != world; )
920                         {
921                                 if(e.enemy != self)
922                                         continue;
923                                 e.killindicator = spawn();
924                                 e.killindicator.owner = e;
925                                 e.killindicator.scale = 0.5;
926                                 setattachment(e.killindicator, e, "");
927                                 setorigin(e.killindicator, '0 0 52');
928                                 e.killindicator.think = KillIndicator_Think;
929                                 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
930                                 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
931                                 e.killindicator.cnt = ceil(killtime);
932                         }
933                         self.lip = 0;
934                 }
935         }
936         if(self.killindicator)
937         {
938                 if(targetteam == 0) // just die
939                 {
940                         self.killindicator.colormod = '0 0 0';
941                         if(IS_REAL_CLIENT(self))
942                         if(self.killindicator.cnt > 0)
943                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
944                 }
945                 else if(targetteam == -1) // auto
946                 {
947                         self.killindicator.colormod = '0 1 0';
948                         if(IS_REAL_CLIENT(self))
949                         if(self.killindicator.cnt > 0)
950                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
951                 }
952                 else if(targetteam == -2) // spectate
953                 {
954                         self.killindicator.colormod = '0.5 0.5 0.5';
955                         if(IS_REAL_CLIENT(self))
956                         if(self.killindicator.cnt > 0)
957                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
958                 }
959                 else
960                 {
961                         self.killindicator.colormod = Team_ColorRGB(targetteam);
962                         if(IS_REAL_CLIENT(self))
963                         if(self.killindicator.cnt > 0)
964                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
965                 }
966         }
967
968 }
969
970 void ClientKill (void)
971 {
972         if(gameover) return;
973         if(self.player_blocked) return;
974         if(self.frozen) return;
975
976         ClientKill_TeamChange(0);
977 }
978
979 void CTS_ClientKill (entity e) // silent version of ClientKill, used when player finishes a CTS run. Useful to prevent cheating by running back to the start line and starting out with more speed
980 {
981     e.killindicator = spawn();
982     e.killindicator.owner = e;
983     e.killindicator.think = KillIndicator_Think;
984     e.killindicator.nextthink = time + (e.lip) * 0.05;
985     e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
986     e.killindicator.health = 1; // this is used to indicate that it should be silent
987     e.lip = 0;
988 }
989
990 void FixClientCvars(entity e)
991 {
992         // send prediction settings to the client
993         stuffcmd(e, "\nin_bindmap 0 0\n");
994         if(g_race || g_cts)
995                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
996         if(autocvar_g_antilag == 3) // client side hitscan
997                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
998         if(autocvar_sv_gentle)
999                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1000 }
1001
1002 float PlayerInIDList(entity p, string idlist)
1003 {
1004         float n, i;
1005         string s;
1006
1007         // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1008         if (!p.crypto_idfp)
1009                 return 0;
1010
1011         // this function allows abbreviated player IDs too!
1012         n = tokenize_console(idlist);
1013         for(i = 0; i < n; ++i)
1014         {
1015                 s = argv(i);
1016                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1017                         return 1;
1018         }
1019
1020         return 0;
1021 }
1022
1023 #ifdef DP_EXT_PRECONNECT
1024 /*
1025 =============
1026 ClientPreConnect
1027
1028 Called once (not at each match start) when a client begins a connection to the server
1029 =============
1030 */
1031 void ClientPreConnect (void)
1032 {
1033         if(autocvar_sv_eventlog)
1034         {
1035                 GameLogEcho(sprintf(":connect:%d:%d:%s",
1036                         self.playerid,
1037                         num_for_edict(self),
1038                         ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot")
1039                 ));
1040         }
1041 }
1042 #endif
1043
1044 /*
1045 =============
1046 ClientConnect
1047
1048 Called when a client connects to the server
1049 =============
1050 */
1051 void DecodeLevelParms (void);
1052 //void dom_player_join_team(entity pl);
1053 void set_dom_state(entity e);
1054 void ClientConnect (void)
1055 {
1056         float t;
1057
1058         if(IS_CLIENT(self))
1059         {
1060                 print("Warning: ClientConnect, but already connected!\n");
1061                 return;
1062         }
1063
1064         if(Ban_MaybeEnforceBanOnce(self))
1065                 return;
1066
1067         DecodeLevelParms();
1068
1069 #ifdef WATERMARK
1070         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1071 #endif
1072
1073         self.classname = "player_joining";
1074
1075         self.flags = FL_CLIENT;
1076         self.version_nagtime = time + 10 + random() * 10;
1077
1078         if(player_count<0)
1079         {
1080                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1081                 player_count = 0;
1082         }
1083
1084         if(IS_REAL_CLIENT(self)) { PlayerStats_PlayerBasic_CheckUpdate(self); }
1085
1086         PlayerScore_Attach(self);
1087         ClientData_Attach();
1088         accuracy_init(self);
1089
1090         bot_clientconnect();
1091
1092         playerdemo_init();
1093
1094         anticheat_init();
1095
1096         // identify the right forced team
1097         if(autocvar_g_campaign)
1098         {
1099                 if(IS_REAL_CLIENT(self)) // only players, not bots
1100                 {
1101                         switch(autocvar_g_campaign_forceteam)
1102                         {
1103                                 case 1: self.team_forced = NUM_TEAM_1; break;
1104                                 case 2: self.team_forced = NUM_TEAM_2; break;
1105                                 case 3: self.team_forced = NUM_TEAM_3; break;
1106                                 case 4: self.team_forced = NUM_TEAM_4; break;
1107                                 default: self.team_forced = 0;
1108                         }
1109                 }
1110         }
1111         else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1112                 self.team_forced = NUM_TEAM_1;
1113         else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1114                 self.team_forced = NUM_TEAM_2;
1115         else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1116                 self.team_forced = NUM_TEAM_3;
1117         else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1118                 self.team_forced = NUM_TEAM_4;
1119         else if(autocvar_g_forced_team_otherwise == "red")
1120                 self.team_forced = NUM_TEAM_1;
1121         else if(autocvar_g_forced_team_otherwise == "blue")
1122                 self.team_forced = NUM_TEAM_2;
1123         else if(autocvar_g_forced_team_otherwise == "yellow")
1124                 self.team_forced = NUM_TEAM_3;
1125         else if(autocvar_g_forced_team_otherwise == "pink")
1126                 self.team_forced = NUM_TEAM_4;
1127         else if(autocvar_g_forced_team_otherwise == "spectate")
1128                 self.team_forced = -1;
1129         else if(autocvar_g_forced_team_otherwise == "spectator")
1130                 self.team_forced = -1;
1131         else
1132                 self.team_forced = 0;
1133
1134         if(!teamplay)
1135                 if(self.team_forced > 0)
1136                         self.team_forced = 0;
1137
1138         JoinBestTeam(self, false, false); // if the team number is valid, keep it
1139
1140         if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
1141                 self.classname = "observer";
1142         } else {
1143                 if(teamplay)
1144                 {
1145                         if(autocvar_g_balance_teams)
1146                         {
1147                                 self.classname = "player";
1148                                 campaign_bots_may_start = 1;
1149                         }
1150                         else
1151                         {
1152                                 self.classname = "observer"; // do it anyway
1153                         }
1154                 }
1155                 else
1156                 {
1157                         self.classname = "player";
1158                         campaign_bots_may_start = 1;
1159                 }
1160         }
1161
1162         self.playerid = (playerid_last = playerid_last + 1);
1163
1164         PlayerStats_GameReport_AddEvent(sprintf("kills-%d", self.playerid));
1165
1166     if(IS_BOT_CLIENT(self))
1167         PlayerStats_GameReport_AddPlayer(self);
1168
1169         if(autocvar_sv_eventlog)
1170                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
1171
1172         LogTeamchange(self.playerid, self.team, 1);
1173
1174         self.just_joined = true;  // stop spamming the eventlog with additional lines when the client connects
1175
1176         self.netname_previous = strzone(self.netname);
1177
1178         if(IS_PLAYER(self) && teamplay)
1179                 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1180         else
1181                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1182
1183         stuffcmd(self, strcat(clientstuff, "\n"));
1184         stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1185
1186         FixClientCvars(self);
1187
1188         // spawnfunc_waypoint sprites
1189         WaypointSprite_InitClient(self);
1190
1191         // Wazat's grappling hook
1192         SetGrappleHookBindings();
1193
1194         // Jetpack binds
1195         stuffcmd(self, "alias +jetpack +button10\n");
1196         stuffcmd(self, "alias -jetpack -button10\n");
1197
1198         // get version info from player
1199         stuffcmd(self, "cmd clientversion $gameversion\n");
1200
1201         // get other cvars from player
1202         GetCvars(0);
1203
1204         // notify about available teams
1205         if(teamplay)
1206         {
1207                 CheckAllowedTeams(self);
1208                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1209                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1210         }
1211         else
1212                 stuffcmd(self, "set _teams_available 0\n");
1213
1214         attach_entcs();
1215
1216         bot_relinkplayerlist();
1217
1218         self.spectatortime = time;
1219         if(blockSpectators)
1220         {
1221                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1222         }
1223
1224         self.jointime = time;
1225         self.allowed_timeouts = autocvar_sv_timeout_number;
1226
1227         if(IS_REAL_CLIENT(self))
1228         {
1229                 if(!autocvar_g_campaign)
1230                 {
1231                         self.motd_actived_time = -1;
1232                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1233                 }
1234
1235                 if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET_TUBA))
1236                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1237         }
1238
1239         if(!sv_foginterval && world.fog != "")
1240                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1241
1242         W_HitPlotOpen(self);
1243
1244         if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca && !g_cts && !g_race) // teamnagger is currently bad for ca, race & cts
1245                 send_CSQC_teamnagger();
1246
1247         CheatInitClient();
1248
1249         CSQCMODEL_AUTOINIT();
1250
1251         self.model_randomizer = random();
1252
1253         if(IS_REAL_CLIENT(self))
1254                 sv_notice_join();
1255
1256         MUTATOR_CALLHOOK(ClientConnect);
1257 }
1258 /*
1259 =============
1260 ClientDisconnect
1261
1262 Called when a client disconnects from the server
1263 =============
1264 */
1265 .entity chatbubbleentity;
1266 void ReadyCount();
1267 void ClientDisconnect (void)
1268 {
1269         if(self.vehicle)
1270             vehicles_exit(VHEF_RELESE);
1271
1272         if (!IS_CLIENT(self))
1273         {
1274                 print("Warning: ClientDisconnect without ClientConnect\n");
1275                 return;
1276         }
1277
1278         PlayerStats_GameReport_FinalizePlayer(self);
1279
1280         if(IS_PLAYER(self)) { pointparticles(particleeffectnum("spawn_event_neutral"), self.origin, '0 0 0', 1); }
1281
1282         CheatShutdownClient();
1283
1284         W_HitPlotClose(self);
1285
1286         anticheat_report();
1287         anticheat_shutdown();
1288
1289         playerdemo_shutdown();
1290
1291         bot_clientdisconnect();
1292
1293         if(self.entcs)
1294                 detach_entcs();
1295
1296         if(autocvar_sv_eventlog)
1297                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1298
1299         Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1300
1301         MUTATOR_CALLHOOK(ClientDisconnect);
1302
1303         Portal_ClearAll(self);
1304
1305         Unfreeze(self);
1306
1307         RemoveGrapplingHook(self);
1308
1309         // Here, everything has been done that requires this player to be a client.
1310
1311         self.flags &= ~FL_CLIENT;
1312
1313         if (self.chatbubbleentity)
1314                 remove (self.chatbubbleentity);
1315
1316         if (self.killindicator)
1317                 remove (self.killindicator);
1318
1319         WaypointSprite_PlayerGone();
1320
1321         bot_relinkplayerlist();
1322
1323         accuracy_free(self);
1324         ClientData_Detach();
1325         PlayerScore_Detach(self);
1326
1327         if(self.netname_previous)
1328                 strunzone(self.netname_previous);
1329         if(self.clientstatus)
1330                 strunzone(self.clientstatus);
1331         if(self.weaponorder_byimpulse)
1332                 strunzone(self.weaponorder_byimpulse);
1333
1334         ClearPlayerSounds();
1335
1336         if(self.personal)
1337                 remove(self.personal);
1338
1339         self.playerid = 0;
1340         ReadyCount();
1341
1342         // free cvars
1343         GetCvars(-1);
1344 }
1345
1346 .float BUTTON_CHAT;
1347 void ChatBubbleThink()
1348 {
1349         self.nextthink = time;
1350         if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1351         {
1352                 if(self.owner) // but why can that ever be world?
1353                         self.owner.chatbubbleentity = world;
1354                 remove(self);
1355                 return;
1356         }
1357         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1358 #ifdef TETRIS
1359                 || self.owner.tetris_on
1360 #endif
1361         )
1362                 self.model = self.mdl;
1363         else
1364                 self.model = "";
1365 }
1366
1367 void UpdateChatBubble()
1368 {
1369         if (self.alpha < 0)
1370                 return;
1371         // spawn a chatbubble entity if needed
1372         if (!self.chatbubbleentity)
1373         {
1374                 self.chatbubbleentity = spawn();
1375                 self.chatbubbleentity.owner = self;
1376                 self.chatbubbleentity.exteriormodeltoclient = self;
1377                 self.chatbubbleentity.think = ChatBubbleThink;
1378                 self.chatbubbleentity.nextthink = time;
1379                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1380                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1381                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs.z * '0 0 1');
1382                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1383                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1384                 self.chatbubbleentity.model = "";
1385                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1386         }
1387 }
1388
1389
1390 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1391 // added to the model skins
1392 /*void UpdateColorModHack()
1393 {
1394         float c;
1395         c = self.clientcolors & 15;
1396         // LordHavoc: only bothering to support white, green, red, yellow, blue
1397              if (!teamplay) self.colormod = '0 0 0';
1398         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1399         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1400         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1401         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1402         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1403         else self.colormod = '1 1 1';
1404 }*/
1405
1406 void respawn(void)
1407 {
1408         if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1409         {
1410                 self.solid = SOLID_NOT;
1411                 self.takedamage = DAMAGE_NO;
1412                 self.movetype = MOVETYPE_FLY;
1413                 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1414                 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1415                 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1416                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1417                 if(autocvar_g_respawn_ghosts_maxtime)
1418                         SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1419         }
1420
1421         CopyBody(1);
1422
1423         self.effects |= EF_NODRAW; // prevent another CopyBody
1424         PutClientInServer();
1425 }
1426
1427 void play_countdown(float finished, string samp)
1428 {
1429         if(IS_REAL_CLIENT(self))
1430                 if(floor(finished - time - frametime) != floor(finished - time))
1431                         if(finished - time < 6)
1432                                 sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1433 }
1434
1435 void player_powerups (void)
1436 {
1437         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1438         olditems = self.items;
1439
1440         if((self.items & IT_USING_JETPACK) && !self.deadflag && !gameover)
1441                 self.modelflags |= MF_ROCKET;
1442         else
1443                 self.modelflags &= ~MF_ROCKET;
1444
1445         self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1446
1447         if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1448                 return;
1449
1450         Fire_ApplyDamage(self);
1451         Fire_ApplyEffect(self);
1452
1453         if (!g_instagib)
1454         {
1455                 if (self.items & IT_STRENGTH)
1456                 {
1457                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1458                         self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1459                         if (time > self.strength_finished)
1460                         {
1461                                 self.items = self.items - (self.items & IT_STRENGTH);
1462                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1463                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1464                         }
1465                 }
1466                 else
1467                 {
1468                         if (time < self.strength_finished)
1469                         {
1470                                 self.items = self.items | IT_STRENGTH;
1471                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1472                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1473                         }
1474                 }
1475                 if (self.items & IT_INVINCIBLE)
1476                 {
1477                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1478                         self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1479                         if (time > self.invincible_finished)
1480                         {
1481                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1482                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1483                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1484                         }
1485                 }
1486                 else
1487                 {
1488                         if (time < self.invincible_finished)
1489                         {
1490                                 self.items = self.items | IT_INVINCIBLE;
1491                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1492                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1493                         }
1494                 }
1495                 if (self.items & IT_SUPERWEAPON)
1496                 {
1497                         if (!(self.weapons & WEPSET_SUPERWEAPONS))
1498                         {
1499                                 self.superweapons_finished = 0;
1500                                 self.items = self.items - (self.items & IT_SUPERWEAPON);
1501                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1502                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1503                         }
1504                         else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1505                         {
1506                                 // don't let them run out
1507                         }
1508                         else
1509                         {
1510                                 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1511                                 if (time > self.superweapons_finished)
1512                                 {
1513                                         self.items = self.items - (self.items & IT_SUPERWEAPON);
1514                                         self.weapons &= ~WEPSET_SUPERWEAPONS;
1515                                         //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1516                                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1517                                 }
1518                         }
1519                 }
1520                 else if(self.weapons & WEPSET_SUPERWEAPONS)
1521                 {
1522                         if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1523                         {
1524                                 self.items = self.items | IT_SUPERWEAPON;
1525                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1526                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1527                         }
1528                         else
1529                         {
1530                                 self.superweapons_finished = 0;
1531                                 self.weapons &= ~WEPSET_SUPERWEAPONS;
1532                         }
1533                 }
1534                 else
1535                 {
1536                         self.superweapons_finished = 0;
1537                 }
1538         }
1539
1540         if(autocvar_g_nodepthtestplayers)
1541                 self.effects = self.effects | EF_NODEPTHTEST;
1542
1543         if(autocvar_g_fullbrightplayers)
1544                 self.effects = self.effects | EF_FULLBRIGHT;
1545
1546         if (time >= game_starttime)
1547         if (time < self.spawnshieldtime)
1548                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1549
1550         MUTATOR_CALLHOOK(PlayerPowerups);
1551 }
1552
1553 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1554 {
1555         if(current > stable)
1556                 return current;
1557         else if(current > stable - 0.25) // when close enough, "snap"
1558                 return stable;
1559         else
1560                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1561 }
1562
1563 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1564 {
1565         if(current < stable)
1566                 return current;
1567         else if(current < stable + 0.25) // when close enough, "snap"
1568                 return stable;
1569         else
1570                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1571 }
1572
1573 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1574 {
1575         if(current > rotstable)
1576         {
1577                 if(rotframetime > 0)
1578                 {
1579                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1580                         current = max(rotstable, current - rotlinear * rotframetime);
1581                 }
1582         }
1583         else if(current < regenstable)
1584         {
1585                 if(regenframetime > 0)
1586                 {
1587                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1588                         current = min(regenstable, current + regenlinear * regenframetime);
1589                 }
1590         }
1591
1592         if(current > limit)
1593                 current = limit;
1594
1595         return current;
1596 }
1597
1598 void player_regen (void)
1599 {
1600         float max_mod, regen_mod, rot_mod, limit_mod;
1601         max_mod = regen_mod = rot_mod = limit_mod = 1;
1602         regen_mod_max = max_mod;
1603         regen_mod_regen = regen_mod;
1604         regen_mod_rot = rot_mod;
1605         regen_mod_limit = limit_mod;
1606         if(!MUTATOR_CALLHOOK(PlayerRegen))
1607         if(!self.frozen)
1608         {
1609                 float minh, mina, maxh, maxa, limith, limita;
1610                 maxh = autocvar_g_balance_health_rotstable;
1611                 maxa = autocvar_g_balance_armor_rotstable;
1612                 minh = autocvar_g_balance_health_regenstable;
1613                 mina = autocvar_g_balance_armor_regenstable;
1614                 limith = autocvar_g_balance_health_limit;
1615                 limita = autocvar_g_balance_armor_limit;
1616
1617                 max_mod = regen_mod_max;
1618                 regen_mod = regen_mod_regen;
1619                 rot_mod = regen_mod_rot;
1620                 limit_mod = regen_mod_limit;
1621
1622                 maxh = maxh * max_mod;
1623                 minh = minh * max_mod;
1624                 limith = limith * limit_mod;
1625                 limita = limita * limit_mod;
1626
1627                 self.armorvalue = CalcRotRegen(self.armorvalue, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rot_mod * frametime * (time > self.pauserotarmor_finished), limita);
1628                 self.health = CalcRotRegen(self.health, minh, autocvar_g_balance_health_regen, autocvar_g_balance_health_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished), maxh, autocvar_g_balance_health_rot, autocvar_g_balance_health_rotlinear, rot_mod * frametime * (time > self.pauserothealth_finished), limith);
1629         }
1630
1631         // if player rotted to death...  die!
1632         // check this outside above checks, as player may still be able to rot to death
1633         if(self.health < 1)
1634                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1635
1636         if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1637         {
1638                 float minf, maxf, limitf;
1639
1640                 maxf = autocvar_g_balance_fuel_rotstable;
1641                 minf = autocvar_g_balance_fuel_regenstable;
1642                 limitf = autocvar_g_balance_fuel_limit;
1643
1644                 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > self.pauseregen_finished) * ((self.items & IT_FUEL_REGEN) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > self.pauserotfuel_finished), limitf);
1645         }
1646 }
1647
1648 float zoomstate_set;
1649 void SetZoomState(float z)
1650 {
1651         if(z != self.zoomstate)
1652         {
1653                 self.zoomstate = z;
1654                 ClientData_Touch(self);
1655         }
1656         zoomstate_set = 1;
1657 }
1658
1659 void GetPressedKeys(void) {
1660         MUTATOR_CALLHOOK(GetPressedKeys);
1661         #define X(var,bit,flag) (flag ? var |= bit : var &= ~bit)
1662         X(self.pressedkeys, KEY_FORWARD,        PHYS_INPUT_MOVEVALUES(self)_x > 0);
1663         X(self.pressedkeys, KEY_BACKWARD,       PHYS_INPUT_MOVEVALUES(self)_x < 0);
1664         X(self.pressedkeys, KEY_RIGHT,          PHYS_INPUT_MOVEVALUES(self)_y > 0);
1665         X(self.pressedkeys, KEY_LEFT,           PHYS_INPUT_MOVEVALUES(self)_y < 0);
1666
1667         X(self.pressedkeys, KEY_JUMP,           PHYS_INPUT_BUTTON_JUMP(self));
1668         X(self.pressedkeys, KEY_CROUCH,         PHYS_INPUT_BUTTON_CROUCH(self));
1669         X(self.pressedkeys, KEY_ATCK,           PHYS_INPUT_BUTTON_ATCK(self));
1670         X(self.pressedkeys, KEY_ATCK2,          PHYS_INPUT_BUTTON_ATCK2(self));
1671         #undef X
1672 }
1673
1674 /*
1675 ======================
1676 spectate mode routines
1677 ======================
1678 */
1679
1680 void SpectateCopy(entity spectatee) {
1681         other = spectatee;
1682         MUTATOR_CALLHOOK(SpectateCopy);
1683         self.armortype = spectatee.armortype;
1684         self.armorvalue = spectatee.armorvalue;
1685         self.ammo_cells = spectatee.ammo_cells;
1686         self.ammo_plasma = spectatee.ammo_plasma;
1687         self.ammo_shells = spectatee.ammo_shells;
1688         self.ammo_nails = spectatee.ammo_nails;
1689         self.ammo_rockets = spectatee.ammo_rockets;
1690         self.ammo_fuel = spectatee.ammo_fuel;
1691         self.clip_load = spectatee.clip_load;
1692         self.clip_size = spectatee.clip_size;
1693         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1694         self.health = spectatee.health;
1695         self.impulse = 0;
1696         self.items = spectatee.items;
1697         self.last_pickup = spectatee.last_pickup;
1698         self.hit_time = spectatee.hit_time;
1699         self.metertime = spectatee.metertime;
1700         self.strength_finished = spectatee.strength_finished;
1701         self.invincible_finished = spectatee.invincible_finished;
1702         self.pressedkeys = spectatee.pressedkeys;
1703         self.weapons = spectatee.weapons;
1704         self.switchweapon = spectatee.switchweapon;
1705         self.switchingweapon = spectatee.switchingweapon;
1706         self.weapon = spectatee.weapon;
1707         self.vortex_charge = spectatee.vortex_charge;
1708         self.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1709         self.hagar_load = spectatee.hagar_load;
1710         self.arc_heat_percent = spectatee.arc_heat_percent;
1711         self.minelayer_mines = spectatee.minelayer_mines;
1712         self.punchangle = spectatee.punchangle;
1713         self.view_ofs = spectatee.view_ofs;
1714         self.velocity = spectatee.velocity;
1715         self.dmg_take = spectatee.dmg_take;
1716         self.dmg_save = spectatee.dmg_save;
1717         self.dmg_inflictor = spectatee.dmg_inflictor;
1718         self.v_angle = spectatee.v_angle;
1719         self.angles = spectatee.v_angle;
1720         self.frozen = spectatee.frozen;
1721         self.revive_progress = spectatee.revive_progress;
1722         if(!self.BUTTON_USE)
1723                 self.fixangle = true;
1724         setorigin(self, spectatee.origin);
1725         setsize(self, spectatee.mins, spectatee.maxs);
1726         SetZoomState(spectatee.zoomstate);
1727
1728     anticheat_spectatecopy(spectatee);
1729         self.hud = spectatee.hud;
1730         if(spectatee.vehicle)
1731     {
1732         self.fixangle = false;
1733         //self.velocity = spectatee.vehicle.velocity;
1734         self.vehicle_health = spectatee.vehicle_health;
1735         self.vehicle_shield = spectatee.vehicle_shield;
1736         self.vehicle_energy = spectatee.vehicle_energy;
1737         self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1738         self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1739         self.vehicle_reload1 = spectatee.vehicle_reload1;
1740         self.vehicle_reload2 = spectatee.vehicle_reload2;
1741
1742         msg_entity = self;
1743
1744         WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1745             WriteAngle(MSG_ONE,  spectatee.v_angle.x);
1746             WriteAngle(MSG_ONE,  spectatee.v_angle.y);
1747             WriteAngle(MSG_ONE,  spectatee.v_angle.z);
1748
1749         //WriteByte (MSG_ONE, SVC_SETVIEW);
1750         //    WriteEntity(MSG_ONE, self);
1751         //makevectors(spectatee.v_angle);
1752         //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1753     }
1754 }
1755
1756 float SpectateUpdate()
1757 {
1758         if(!self.enemy)
1759             return 0;
1760
1761         if(!IS_PLAYER(self.enemy) || self == self.enemy)
1762         {
1763                 SetSpectator(self, world);
1764                 return 0;
1765         }
1766
1767         SpectateCopy(self.enemy);
1768
1769         return 1;
1770 }
1771
1772 float SpectateSet()
1773 {
1774         if(self.enemy.classname != "player")
1775                 return false;
1776         /*if(self.enemy.vehicle)
1777         {
1778
1779                 msg_entity = self;
1780                 WriteByte(MSG_ONE, SVC_SETVIEW);
1781                 WriteEntity(MSG_ONE, self.enemy);
1782                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1783
1784                 self.movetype = MOVETYPE_NONE;
1785                 accuracy_resend(self);
1786         }
1787         else
1788         {*/
1789                 msg_entity = self;
1790                 WriteByte(MSG_ONE, SVC_SETVIEW);
1791                 WriteEntity(MSG_ONE, self.enemy);
1792                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1793                 self.movetype = MOVETYPE_NONE;
1794                 accuracy_resend(self);
1795
1796                 if(!SpectateUpdate())
1797                         PutObserverInServer();
1798         //}
1799         return true;
1800 }
1801
1802 void SetSpectator(entity player, entity spectatee)
1803 {
1804         entity old_spectatee = player.enemy;
1805
1806         player.enemy = spectatee;
1807
1808         // WEAPONTODO
1809         // these are required to fix the spectator bug with arc
1810         if(old_spectatee && old_spectatee.arc_beam) { old_spectatee.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1811         if(player.enemy && player.enemy.arc_beam) { player.enemy.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1812 }
1813
1814 float Spectate(entity pl)
1815 {
1816         if(g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1817         if(pl.team != self.team)
1818                 return 0;
1819
1820         SetSpectator(self, pl);
1821         return SpectateSet();
1822 }
1823
1824 // Returns next available player to spectate if g_ca_spectate_enemies == 0
1825 entity CA_SpectateNext(entity start) {
1826         if (start.team == self.team) {
1827                 return start;
1828         }
1829
1830         other = start;
1831         // continue from current player
1832         while(other && other.team != self.team) {
1833                 other = find(other, classname, "player");
1834         }
1835
1836         if (!other) {
1837                 // restart from begining
1838                 other = find(other, classname, "player");
1839                 while(other && other.team != self.team) {
1840                         other = find(other, classname, "player");
1841                 }
1842         }
1843
1844         return other;
1845 }
1846
1847 float SpectateNext()
1848 {
1849         other = find(self.enemy, classname, "player");
1850
1851         if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
1852                 // CA and ca players when spectating enemies is forbidden
1853                 other = CA_SpectateNext(other);
1854         } else {
1855                 // other modes and ca spectators or spectating enemies is allowed
1856                 if (!other)
1857                         other = find(other, classname, "player");
1858         }
1859
1860         if(other) { SetSpectator(self, other); }
1861
1862         return SpectateSet();
1863 }
1864
1865 float SpectatePrev()
1866 {
1867         // NOTE: chain order is from the highest to the lower entnum (unlike find)
1868         other = findchain(classname, "player");
1869         if (!other) // no player
1870                 return false;
1871
1872         entity first = other;
1873         // skip players until current spectated player
1874         if(self.enemy)
1875         while(other && other != self.enemy)
1876                 other = other.chain;
1877
1878         if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1879         {
1880                 do { other = other.chain; }
1881                 while(other && other.team != self.team);
1882
1883                 if (!other)
1884                 {
1885                         other = first;
1886                         while(other.team != self.team)
1887                                 other = other.chain;
1888                         if(other == self.enemy)
1889                                 return true;
1890                 }
1891         }
1892         else
1893         {
1894                 if(other.chain)
1895                         other = other.chain;
1896                 else
1897                         other = first;
1898         }
1899         SetSpectator(self, other);
1900         return SpectateSet();
1901 }
1902
1903 /*
1904 =============
1905 ShowRespawnCountdown()
1906
1907 Update a respawn countdown display.
1908 =============
1909 */
1910 void ShowRespawnCountdown()
1911 {
1912         float number;
1913         if(self.deadflag == DEAD_NO) // just respawned?
1914                 return;
1915         else
1916         {
1917                 number = ceil(self.respawn_time - time);
1918                 if(number <= 0)
1919                         return;
1920                 if(number <= self.respawn_countdown)
1921                 {
1922                         self.respawn_countdown = number - 1;
1923                         if(ceil(self.respawn_time - (time + 0.5)) == number) // only say it if it is the same number even in 0.5s; to prevent overlapping sounds
1924                                 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1925                 }
1926         }
1927 }
1928
1929 void LeaveSpectatorMode()
1930 {
1931         if(self.caplayer)
1932                 return;
1933         if(nJoinAllowed(self))
1934         {
1935                 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1936                 {
1937                         self.classname = "player";
1938                         nades_RemoveBonus(self);
1939
1940                         if(autocvar_g_campaign || autocvar_g_balance_teams)
1941                                 { JoinBestTeam(self, false, true); }
1942
1943                         if(autocvar_g_campaign)
1944                                 { campaign_bots_may_start = 1; }
1945
1946                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
1947
1948                         PutClientInServer();
1949
1950                         if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
1951                 }
1952                 else
1953                         stuffcmd(self, "menu_showteamselect\n");
1954         }
1955         else
1956         {
1957                 // Player may not join because g_maxplayers is set
1958                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
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 int number of free slots for players, 0 if none
1967  */
1968 float nJoinAllowed(entity ignore) {
1969         if(!ignore)
1970         // this is called that way when checking if anyone may be able to join (to build qcstatus)
1971         // so report 0 free slots if restricted
1972         {
1973                 if(autocvar_g_forced_team_otherwise == "spectate")
1974                         return 0;
1975                 if(autocvar_g_forced_team_otherwise == "spectator")
1976                         return 0;
1977         }
1978
1979         if(self.team_forced < 0)
1980                 return 0; // forced spectators can never join
1981
1982         // TODO simplify this
1983         entity e;
1984         float totalClients = 0;
1985         FOR_EACH_CLIENT(e)
1986                 if(e != ignore)
1987                         totalClients += 1;
1988
1989         if (!autocvar_g_maxplayers)
1990                 return maxclients - totalClients;
1991
1992         float currentlyPlaying = 0;
1993         FOR_EACH_REALCLIENT(e)
1994                 if(IS_PLAYER(e) || e.caplayer)
1995                         currentlyPlaying += 1;
1996
1997         if(currentlyPlaying < autocvar_g_maxplayers)
1998                 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1999
2000         return 0;
2001 }
2002
2003 /**
2004  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2005  * g_maxplayers_spectator_blocktime seconds
2006  */
2007 void checkSpectatorBlock() {
2008         if(IS_SPEC(self) || IS_OBSERVER(self))
2009         if(!self.caplayer)
2010         if(IS_REAL_CLIENT(self))
2011         {
2012                 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2013                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2014                         dropclient(self);
2015                 }
2016         }
2017 }
2018
2019 void PrintWelcomeMessage()
2020 {
2021         if(self.motd_actived_time == 0)
2022         {
2023                 if (autocvar_g_campaign) {
2024                         if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
2025                                 self.motd_actived_time = time;
2026                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
2027                         }
2028                 } else {
2029                         if (self.BUTTON_INFO) {
2030                                 self.motd_actived_time = time;
2031                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2032                         }
2033                 }
2034         }
2035         else if(self.motd_actived_time > 0) // showing MOTD or campaign message
2036         {
2037                 if (autocvar_g_campaign) {
2038                         if (self.BUTTON_INFO)
2039                                 self.motd_actived_time = time;
2040                         else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
2041                                 self.motd_actived_time = 0;
2042                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2043                         }
2044                 } else {
2045                         if (self.BUTTON_INFO)
2046                                 self.motd_actived_time = time;
2047                         else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2048                                 self.motd_actived_time = 0;
2049                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2050                         }
2051                 }
2052         }
2053         else //if(self.motd_actived_time < 0) // just connected, motd is active
2054         {
2055                 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
2056                         self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2057                 else if(self.motd_actived_time == -2 || IS_PLAYER(self))
2058                 {
2059                         // instanctly hide MOTD
2060                         self.motd_actived_time = 0;
2061                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2062                 }
2063         }
2064 }
2065
2066 void ObserverThink()
2067 {
2068         float prefered_movetype;
2069         if (self.flags & FL_JUMPRELEASED) {
2070                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2071                         self.flags &= ~FL_JUMPRELEASED;
2072                         self.flags |= FL_SPAWNING;
2073                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2074                         self.flags &= ~FL_JUMPRELEASED;
2075                         if(SpectateNext()) {
2076                                 self.classname = "spectator";
2077                         }
2078                 } else {
2079                         prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2080                         if (self.movetype != prefered_movetype)
2081                                 self.movetype = prefered_movetype;
2082                 }
2083         } else {
2084                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2085                         self.flags |= FL_JUMPRELEASED;
2086                         if(self.flags & FL_SPAWNING)
2087                         {
2088                                 self.flags &= ~FL_SPAWNING;
2089                                 LeaveSpectatorMode();
2090                                 return;
2091                         }
2092                 }
2093         }
2094 }
2095
2096 void SpectatorThink()
2097 {
2098         if (self.flags & FL_JUMPRELEASED) {
2099                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2100                         self.flags &= ~FL_JUMPRELEASED;
2101                         self.flags |= FL_SPAWNING;
2102                 } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
2103                         self.flags &= ~FL_JUMPRELEASED;
2104                         if(SpectateNext()) {
2105                                 self.classname = "spectator";
2106                         } else {
2107                                 self.classname = "observer";
2108                                 PutClientInServer();
2109                         }
2110                         self.impulse = 0;
2111                 } else if(self.impulse == 12 || self.impulse == 16  || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
2112                         self.flags &= ~FL_JUMPRELEASED;
2113                         if(SpectatePrev()) {
2114                                 self.classname = "spectator";
2115                         } else {
2116                                 self.classname = "observer";
2117                                 PutClientInServer();
2118                         }
2119                         self.impulse = 0;
2120                 } else if (self.BUTTON_ATCK2) {
2121                         self.flags &= ~FL_JUMPRELEASED;
2122                         self.classname = "observer";
2123                         PutClientInServer();
2124                 } else {
2125                         if(!SpectateUpdate())
2126                                 PutObserverInServer();
2127                 }
2128         } else {
2129                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2130                         self.flags |= FL_JUMPRELEASED;
2131                         if(self.flags & FL_SPAWNING)
2132                         {
2133                                 self.flags &= ~FL_SPAWNING;
2134                                 LeaveSpectatorMode();
2135                                 return;
2136                         }
2137                 }
2138                 if(!SpectateUpdate())
2139                         PutObserverInServer();
2140         }
2141
2142         self.flags |= FL_CLIENT | FL_NOTARGET;
2143 }
2144
2145 void PlayerUseKey()
2146 {
2147         if (!IS_PLAYER(self))
2148                 return;
2149
2150         if(self.vehicle)
2151         {
2152         vehicles_exit(VHEF_NORMAL);
2153         return;
2154         }
2155
2156         // a use key was pressed; call handlers
2157         MUTATOR_CALLHOOK(PlayerUseKey);
2158 }
2159
2160 float isInvisibleString(string s)
2161 {
2162         float i, n, c;
2163         s = strdecolorize(s);
2164         for((i = 0), (n = strlen(s)); i < n; ++i)
2165         {
2166                 c = str2chr(s, i);
2167                 switch(c)
2168                 {
2169                         case 0:
2170                         case 32: // space
2171                                 break;
2172                         case 192: // charmap space
2173                                 if (!autocvar_utf8_enable)
2174                                         break;
2175                                 return false;
2176                         case 160: // space in unicode fonts
2177                         case 0xE000 + 192: // utf8 charmap space
2178                                 if (autocvar_utf8_enable)
2179                                         break;
2180                         default:
2181                                 return false;
2182                 }
2183         }
2184         return true;
2185 }
2186
2187 /*
2188 =============
2189 PlayerPreThink
2190
2191 Called every frame for each client before the physics are run
2192 =============
2193 */
2194 .float usekeypressed;
2195 void() nexball_setstatus;
2196 .int items_added;
2197 void PlayerPreThink (void)
2198 {
2199         WarpZone_PlayerPhysics_FixVAngle();
2200
2201         self.stat_game_starttime = game_starttime;
2202         self.stat_round_starttime = round_starttime;
2203         self.stat_allow_oldvortexbeam = autocvar_g_allow_oldvortexbeam;
2204         self.stat_leadlimit = autocvar_leadlimit;
2205
2206         if(frametime)
2207         {
2208                 // physics frames: update anticheat stuff
2209                 anticheat_prethink();
2210         }
2211
2212         if(blockSpectators && frametime)
2213                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2214                 checkSpectatorBlock();
2215
2216         zoomstate_set = 0;
2217
2218         // Savage: Check for nameless players
2219         if (isInvisibleString(self.netname)) {
2220                 string new_name = strzone(strcat("Player@", self.netaddress));
2221                 if(autocvar_sv_eventlog)
2222                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", new_name));
2223                 if(self.netname_previous)
2224                         strunzone(self.netname_previous);
2225                 self.netname_previous = strzone(new_name);
2226                 self.netname = self.netname_previous;
2227                 // stuffcmd(self, strcat("name ", self.netname, "\n"));
2228         } else if(self.netname_previous != self.netname) {
2229                 if(autocvar_sv_eventlog)
2230                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2231                 if(self.netname_previous)
2232                         strunzone(self.netname_previous);
2233                 self.netname_previous = strzone(self.netname);
2234         }
2235
2236         // version nagging
2237         if(self.version_nagtime)
2238                 if(self.cvar_g_xonoticversion)
2239                         if(time > self.version_nagtime)
2240                         {
2241                                 // don't notify git users
2242                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2243                                 {
2244                                         if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2245                                         {
2246                                                 // notify release users if connecting to git
2247                                                 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2248                                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2249                                         }
2250                                         else
2251                                         {
2252                                                 float r;
2253                                                 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2254                                                 if(r < 0)
2255                                                 {
2256                                                         // give users new version
2257                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - ^3Xonotic ", autocvar_g_xonoticversion, "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.org/^1!\n");
2258                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2259                                                 }
2260                                                 else if(r > 0)
2261                                                 {
2262                                                         // notify users about old server version
2263                                                         print("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2264                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2265                                                 }
2266                                         }
2267                                 }
2268                                 self.version_nagtime = 0;
2269                         }
2270
2271         // GOD MODE info
2272         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2273         {
2274                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2275                 self.max_armorvalue = 0;
2276         }
2277
2278 #ifdef TETRIS
2279         if (TetrisPreFrame())
2280                 return;
2281 #endif
2282
2283         if(self.frozen == 2)
2284         {
2285                 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
2286                 self.health = max(1, self.revive_progress * start_health);
2287                 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
2288
2289                 if(self.revive_progress >= 1)
2290                         Unfreeze(self);
2291         }
2292         else if(self.frozen == 3)
2293         {
2294                 self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1);
2295                 self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress );
2296
2297                 if(self.health < 1)
2298                 {
2299                         if(self.vehicle)
2300                                 vehicles_exit(VHEF_RELESE);
2301                         self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE, self.origin, '0 0 0');
2302                 }
2303                 else if ( self.revive_progress <= 0 )
2304                         Unfreeze(self);
2305         }
2306
2307         MUTATOR_CALLHOOK(PlayerPreThink);
2308
2309         if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2310         {
2311                 if(self.BUTTON_USE && !self.usekeypressed)
2312                         PlayerUseKey();
2313                 self.usekeypressed = self.BUTTON_USE;
2314         }
2315
2316         if(IS_REAL_CLIENT(self))
2317                 PrintWelcomeMessage();
2318
2319         if(IS_PLAYER(self))
2320         {
2321
2322                 CheckRules_Player();
2323
2324                 if (intermission_running)
2325                 {
2326                         IntermissionThink ();   // otherwise a button could be missed between
2327                         return;                                 // the think tics
2328                 }
2329
2330                 //don't allow the player to turn around while game is paused!
2331                 if(timeout_status == TIMEOUT_ACTIVE) {
2332                         // FIXME turn this into CSQC stuff
2333                         self.v_angle = self.lastV_angle;
2334                         self.angles = self.lastV_angle;
2335                         self.fixangle = true;
2336                 }
2337
2338                 if(frametime)
2339                 {
2340                         if(self.weapon == WEP_VORTEX && WEP_CVAR(vortex, charge))
2341                         {
2342                                 self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.vortex_charge / WEP_CVAR(vortex, charge_animlimit));
2343                                 self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.vortex_charge / WEP_CVAR(vortex, charge_animlimit));
2344                                 self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.vortex_charge / WEP_CVAR(vortex, charge_animlimit));
2345
2346                                 if(self.vortex_charge > WEP_CVAR(vortex, charge_animlimit))
2347                                 {
2348                                         self.weaponentity_glowmod_x = self.weaponentity_glowmod.x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.vortex_charge - WEP_CVAR(vortex, charge_animlimit)) / (1 - WEP_CVAR(vortex, charge_animlimit));
2349                                         self.weaponentity_glowmod_y = self.weaponentity_glowmod.y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.vortex_charge - WEP_CVAR(vortex, charge_animlimit)) / (1 - WEP_CVAR(vortex, charge_animlimit));
2350                                         self.weaponentity_glowmod_z = self.weaponentity_glowmod.z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.vortex_charge - WEP_CVAR(vortex, charge_animlimit)) / (1 - WEP_CVAR(vortex, charge_animlimit));
2351                                 }
2352                         }
2353                         else
2354                                 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, true) * 2;
2355
2356                         player_powerups();
2357                 }
2358
2359                 if (self.deadflag != DEAD_NO)
2360                 {
2361                         if(self.personal && g_race_qualifying)
2362                         {
2363                                 if(time > self.respawn_time)
2364                                 {
2365                                         self.respawn_time = time + 1; // only retry once a second
2366                                         self.stat_respawn_time = self.respawn_time;
2367                                         respawn();
2368                                         self.impulse = 141;
2369                                 }
2370                         }
2371                         else
2372                         {
2373                                 float button_pressed;
2374                                 if(frametime)
2375                                         player_anim();
2376                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2377
2378                                 if (self.deadflag == DEAD_DYING)
2379                                 {
2380                                         if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2381                                                 self.deadflag = DEAD_RESPAWNING;
2382                                         else if(!button_pressed)
2383                                                 self.deadflag = DEAD_DEAD;
2384                                 }
2385                                 else if (self.deadflag == DEAD_DEAD)
2386                                 {
2387                                         if(button_pressed)
2388                                                 self.deadflag = DEAD_RESPAWNABLE;
2389                                         else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2390                                                 self.deadflag = DEAD_RESPAWNING;
2391                                 }
2392                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2393                                 {
2394                                         if(!button_pressed)
2395                                                 self.deadflag = DEAD_RESPAWNING;
2396                                 }
2397                                 else if (self.deadflag == DEAD_RESPAWNING)
2398                                 {
2399                                         if(time > self.respawn_time)
2400                                         {
2401                                                 self.respawn_time = time + 1; // only retry once a second
2402                                                 self.respawn_time_max = self.respawn_time;
2403                                                 respawn();
2404                                         }
2405                                 }
2406
2407                                 ShowRespawnCountdown();
2408
2409                                 if(self.respawn_flags & RESPAWN_SILENT)
2410                                         self.stat_respawn_time = 0;
2411                                 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2412                                         self.stat_respawn_time = self.respawn_time_max;
2413                                 else
2414                                         self.stat_respawn_time = self.respawn_time;
2415                         }
2416
2417                         // if respawning, invert stat_respawn_time to indicate this, the client translates it
2418                         if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2419                                 self.stat_respawn_time *= -1;
2420
2421                         return;
2422                 }
2423
2424                 self.prevorigin = self.origin;
2425
2426                 float do_crouch = self.BUTTON_CROUCH;
2427                 if(self.hook.state)
2428                         do_crouch = 0;
2429                 if(self.vehicle)
2430                         do_crouch = 0;
2431                 if(self.frozen)
2432                         do_crouch = 0;
2433
2434                 // WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
2435                 // It cannot be predicted by the engine!
2436                 if((self.weapon == WEP_SHOCKWAVE || self.weapon == WEP_SHOTGUN) && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2437                         do_crouch = 0;
2438
2439                 if (do_crouch)
2440                 {
2441                         if (!self.crouch)
2442                         {
2443                                 self.crouch = true;
2444                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2445                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2446                                 // setanim(self, self.anim_duck, false, true, true); // this anim is BROKEN anyway
2447                         }
2448                 }
2449                 else
2450                 {
2451                         if (self.crouch)
2452                         {
2453                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, false, self);
2454                                 if (!trace_startsolid)
2455                                 {
2456                                         self.crouch = false;
2457                                         self.view_ofs = PL_VIEW_OFS;
2458                                         setsize (self, PL_MIN, PL_MAX);
2459                                 }
2460                         }
2461                 }
2462
2463                 FixPlayermodel();
2464
2465                 GrapplingHookFrame();
2466
2467                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2468                 //if(frametime)
2469                 {
2470                         self.items &= ~self.items_added;
2471
2472                         W_WeaponFrame();
2473
2474                         self.items_added = 0;
2475                         if(self.items & IT_JETPACK)
2476                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2477                                         self.items_added |= IT_FUEL;
2478
2479                         self.items |= self.items_added;
2480                 }
2481
2482                 player_regen();
2483
2484                 // WEAPONTODO: Add a weapon request for this
2485                 // rot vortex charge to the charge limit
2486                 if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
2487                         self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2488
2489                 if(frametime)
2490                         player_anim();
2491
2492                 // secret status
2493                 secrets_setstatus();
2494
2495                 // monsters status
2496                 monsters_setstatus();
2497
2498                 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2499
2500                 //self.angles_y=self.v_angle_y + 90;   // temp
2501         } else if(gameover) {
2502                 if (intermission_running)
2503                         IntermissionThink ();   // otherwise a button could be missed between
2504                 return;
2505         } else if(IS_OBSERVER(self)) {
2506                 ObserverThink();
2507         } else if(IS_SPEC(self)) {
2508                 SpectatorThink();
2509         }
2510
2511         // WEAPONTODO: Add weapon request for this
2512         if(!zoomstate_set)
2513                 SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_VORTEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_RIFLE && WEP_CVAR(rifle, secondary) == 0)); // WEAPONTODO
2514
2515         float oldspectatee_status;
2516         oldspectatee_status = self.spectatee_status;
2517         if(IS_SPEC(self))
2518                 self.spectatee_status = num_for_edict(self.enemy);
2519         else if(IS_OBSERVER(self))
2520                 self.spectatee_status = num_for_edict(self);
2521         else
2522                 self.spectatee_status = 0;
2523         if(self.spectatee_status != oldspectatee_status)
2524         {
2525                 ClientData_Touch(self);
2526         }
2527
2528         if(self.teamkill_soundtime)
2529         if(time > self.teamkill_soundtime)
2530         {
2531                 self.teamkill_soundtime = 0;
2532
2533                 entity oldpusher, oldself;
2534
2535                 oldself = self; self = self.teamkill_soundsource;
2536                 oldpusher = self.pusher; self.pusher = oldself;
2537
2538                 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2539
2540                 self.pusher = oldpusher;
2541                 self = oldself;
2542         }
2543
2544         if(self.taunt_soundtime)
2545         if(time > self.taunt_soundtime)
2546         {
2547                 self.taunt_soundtime = 0;
2548                 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2549         }
2550
2551         target_voicescript_next(self);
2552
2553         // WEAPONTODO: Move into weaponsystem somehow
2554         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2555         if(!self.weapon)
2556                 self.clip_load = self.clip_size = 0;
2557 }
2558
2559 /*
2560 =============
2561 PlayerPostThink
2562
2563 Called every frame for each client after the physics are run
2564 =============
2565 */
2566 .float idlekick_lasttimeleft;
2567 void PlayerPostThink (void)
2568 {
2569         if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2570         if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2571         {
2572                 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2573                 {
2574                         if(self.idlekick_lasttimeleft)
2575                         {
2576                                 self.idlekick_lasttimeleft = 0;
2577                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2578                         }
2579                 }
2580                 else
2581                 {
2582                         float timeleft;
2583                         timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2584                         if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2585                         {
2586                                 if(!self.idlekick_lasttimeleft)
2587                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2588                         }
2589                         if(timeleft <= 0)
2590                         {
2591                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2592                                 dropclient(self);
2593                                 return;
2594                         }
2595                         else if(timeleft <= 10)
2596                         {
2597                                 if(timeleft != self.idlekick_lasttimeleft)
2598                                         { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2599                                 self.idlekick_lasttimeleft = timeleft;
2600                         }
2601                 }
2602         }
2603
2604 #ifdef TETRIS
2605         if(self.impulse == 100)
2606                 ImpulseCommands();
2607         if (!TetrisPostFrame())
2608         {
2609 #endif
2610
2611         CheatFrame();
2612
2613         //CheckPlayerJump();
2614
2615         if(IS_PLAYER(self)) {
2616                 CheckRules_Player();
2617                 UpdateChatBubble();
2618                 if (self.impulse)
2619                         ImpulseCommands();
2620                 if (intermission_running)
2621                         return;         // intermission or finale
2622                 GetPressedKeys();
2623         }
2624
2625 #ifdef TETRIS
2626         }
2627 #endif
2628
2629         /*
2630         float i;
2631         for(i = 0; i < 1000; ++i)
2632         {
2633                 vector end;
2634                 end = self.origin + '0 0 1024' + 512 * randomvec();
2635                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2636                 if(trace_fraction < 1)
2637                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2638                 {
2639                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2640                         break;
2641                 }
2642         }
2643         */
2644
2645         if(self.waypointsprite_attachedforcarrier)
2646                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON));
2647
2648         playerdemo_write();
2649
2650         CSQCMODEL_AUTOUPDATE();
2651 }