]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/cl_client.qc
Merge branch 'Mario/qc_updates' into TimePath/csqc_prediction
[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 #include "secret.qh"
13
14 #include "bot/bot.qh"
15 #include "bot/navigation.qh"
16
17 #include "weapons/hitplot.qh"
18 #include "weapons/weaponsystem.qh"
19
20 #include "../common/net_notice.qh"
21 #include "../common/physics.qh"
22
23 #include "../common/monsters/sv_monsters.qh"
24
25 #include "../warpzonelib/server.qh"
26
27 float c1, c2, c3, c4;
28
29 void send_CSQC_teamnagger() {
30         WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
31         WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
32 }
33
34 float ClientData_Send(entity to, int sf)
35 {
36         if(to != self.owner)
37         {
38                 error("wtf");
39                 return false;
40         }
41
42         entity e;
43
44         e = to;
45         if(IS_SPEC(to))
46                 e = to.enemy;
47
48         sf = 0;
49
50         if(e.race_completed)
51                 sf |= 1; // forced scoreboard
52         if(to.spectatee_status)
53                 sf |= 2; // spectator ent number follows
54         if(e.zoomstate)
55                 sf |= 4; // zoomed
56         if(e.porto_v_angle_held)
57                 sf |= 8; // angles held
58
59         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
60         WriteByte(MSG_ENTITY, sf);
61
62         if(sf & 2)
63                 WriteByte(MSG_ENTITY, to.spectatee_status);
64
65         if(sf & 8)
66         {
67                 WriteAngle(MSG_ENTITY, e.v_angle.x);
68                 WriteAngle(MSG_ENTITY, e.v_angle.y);
69         }
70
71         return true;
72 }
73
74 void ClientData_Attach()
75 {
76         Net_LinkEntity(self.clientdata = spawn(), false, 0, ClientData_Send);
77         self.clientdata.drawonlytoclient = self;
78         self.clientdata.owner = self;
79 }
80
81 void ClientData_Detach()
82 {
83         remove(self.clientdata);
84         self.clientdata = world;
85 }
86
87 void ClientData_Touch(entity e)
88 {
89         e.clientdata.SendFlags = 1;
90
91         // make it spectatable
92         entity e2;
93         FOR_EACH_REALCLIENT(e2)
94         {
95                 if(e2 != e)
96                         if(IS_SPEC(e2))
97                                 if(e2.enemy == e)
98                                         e2.clientdata.SendFlags = 1;
99         }
100 }
101
102 .string netname_previous;
103
104 void SetSpectator(entity player, entity spectatee);
105
106
107 /*
108 =============
109 CheckPlayerModel
110
111 Checks if the argument string can be a valid playermodel.
112 Returns a valid one in doubt.
113 =============
114 */
115 string FallbackPlayerModel;
116 string CheckPlayerModel(string plyermodel) {
117         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
118         {
119                 // note: we cannot summon Don Strunzone here, some player may
120                 // still have the model string set. In case anyone manages how
121                 // to change a cvar default, we'll have a small leak here.
122                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
123         }
124         // only in right path
125         if( substring(plyermodel,0,14) != "models/player/")
126                 return FallbackPlayerModel;
127         // only good file extensions
128         if(substring(plyermodel,-4,4) != ".zym")
129         if(substring(plyermodel,-4,4) != ".dpm")
130         if(substring(plyermodel,-4,4) != ".iqm")
131         if(substring(plyermodel,-4,4) != ".md3")
132         if(substring(plyermodel,-4,4) != ".psk")
133                 return FallbackPlayerModel;
134         // forbid the LOD models
135         if(substring(plyermodel, -9,5) == "_lod1")
136                 return FallbackPlayerModel;
137         if(substring(plyermodel, -9,5) == "_lod2")
138                 return FallbackPlayerModel;
139         if(plyermodel != strtolower(plyermodel))
140                 return FallbackPlayerModel;
141         // also, restrict to server models
142         if(autocvar_sv_servermodelsonly)
143         {
144                 if(!fexists(plyermodel))
145                         return FallbackPlayerModel;
146         }
147         return plyermodel;
148 }
149
150 void setplayermodel(entity e, string modelname)
151 {
152         precache_model(modelname);
153         setmodel(e, modelname);
154         player_setupanimsformodel();
155         UpdatePlayerSounds();
156 }
157
158 /*
159 =============
160 PutObserverInServer
161
162 putting a client as observer in the server
163 =============
164 */
165 void FixPlayermodel();
166 void PutObserverInServer (void)
167 {
168         entity  spot;
169     self.hud = HUD_NORMAL;
170
171         if(IS_PLAYER(self)) { pointparticles(particleeffectnum("spawn_event_neutral"), self.origin, '0 0 0', 1); }
172
173         spot = SelectSpawnPoint (true);
174         if(!spot)
175                 error("No spawnpoints for observers?!?\n");
176         RemoveGrapplingHook(self); // Wazat's Grappling Hook
177
178         if(IS_REAL_CLIENT(self))
179         {
180                 msg_entity = self;
181                 WriteByte(MSG_ONE, SVC_SETVIEW);
182                 WriteEntity(MSG_ONE, self);
183         }
184
185         self.frags = FRAGS_SPECTATOR;
186
187         MUTATOR_CALLHOOK(MakePlayerObserver);
188
189         Portal_ClearAll(self);
190
191         Unfreeze(self);
192
193         if(self.alivetime)
194         {
195                 if(!warmup_stage)
196                         PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
197                 self.alivetime = 0;
198         }
199
200         if(self.vehicle)
201                 vehicles_exit(VHEF_RELESE);
202
203         WaypointSprite_PlayerDead();
204
205         if (!g_ca)  // don't reset teams when moving a ca player to the spectators
206                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog
207
208         if(self.killcount != -666)
209         {
210                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
211                 if(autocvar_g_chat_nospectators == 1 || (cvar("g_warmup") && !(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
212                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_CHAT_NOSPECTATORS);
213
214                 if(self.just_joined == false) {
215                         LogTeamchange(self.playerid, -1, 4);
216                 } else
217                         self.just_joined = false;
218         }
219
220         PlayerScore_Clear(self); // clear scores when needed
221
222         accuracy_resend(self);
223
224         self.spectatortime = time;
225
226         self.classname = "observer";
227         self.iscreature = false;
228         self.teleportable = TELEPORT_SIMPLE;
229         self.damagedbycontents = false;
230         self.health = -666;
231         self.takedamage = DAMAGE_NO;
232         self.solid = SOLID_NOT;
233         self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
234         self.flags = FL_CLIENT | FL_NOTARGET;
235         self.armorvalue = 666;
236         self.effects = 0;
237         self.armorvalue = autocvar_g_balance_armor_start;
238         self.pauserotarmor_finished = 0;
239         self.pauserothealth_finished = 0;
240         self.pauseregen_finished = 0;
241         self.damageforcescale = 0;
242         self.death_time = 0;
243         self.respawn_flags = 0;
244         self.respawn_time = 0;
245         self.stat_respawn_time = 0;
246         self.alpha = 0;
247         self.scale = 0;
248         self.fade_time = 0;
249         self.pain_frame = 0;
250         self.pain_finished = 0;
251         self.strength_finished = 0;
252         self.invincible_finished = 0;
253         self.superweapons_finished = 0;
254         self.pushltime = 0;
255         self.istypefrag = 0;
256         self.think = func_null;
257         self.nextthink = 0;
258         self.hook_time = 0;
259         self.deadflag = DEAD_NO;
260         self.angles = spot.angles;
261         self.angles_z = 0;
262         self.fixangle = true;
263         self.crouch = false;
264         self.revival_time = 0;
265
266         setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
267         self.prevorigin = self.origin;
268         self.items = 0;
269         self.weapons = '0 0 0';
270         self.model = "";
271         FixPlayermodel();
272         setmodel(self, "null");
273         self.drawonlytoclient = self;
274
275         setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
276         self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
277
278         self.weapon = 0;
279         self.weaponname = "";
280         self.switchingweapon = 0;
281         self.weaponmodel = "";
282         self.weaponentity = world;
283         self.exteriorweaponentity = world;
284         self.killcount = -666;
285         self.velocity = '0 0 0';
286         self.avelocity = '0 0 0';
287         self.punchangle = '0 0 0';
288         self.punchvector = '0 0 0';
289         self.oldvelocity = self.velocity;
290         self.fire_endtime = -1;
291         self.event_damage = func_null;
292 }
293
294 .float model_randomizer;
295 void FixPlayermodel()
296 {
297         string defaultmodel;
298         float defaultskin, chmdl, oldskin, n, i;
299         vector m1, m2;
300
301         defaultmodel = "";
302         defaultskin = 0;
303         chmdl = false;
304
305         if(autocvar_sv_defaultcharacter == 1)
306         {
307                 if(teamplay)
308                 {
309                         string s;
310                         s = Static_Team_ColorName_Lower(self.team);
311                         if(s != "neutral")
312                         {
313                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
314                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
315                         }
316                 }
317
318                 if(defaultmodel == "")
319                 {
320                         defaultmodel = autocvar_sv_defaultplayermodel;
321                         defaultskin = autocvar_sv_defaultplayerskin;
322                 }
323
324                 n = tokenize_console(defaultmodel);
325                 if(n > 0)
326                 {
327                         defaultmodel = argv(floor(n * self.model_randomizer));
328                         // However, do NOT randomize if the player-selected model is in the list.
329                         for (i = 0; i < n; ++i)
330                                 if ((argv(i) == self.playermodel && defaultskin == stof(self.playerskin)) || argv(i) == strcat(self.playermodel, ":", self.playerskin))
331                                         defaultmodel = argv(i);
332                 }
333
334                 i = strstrofs(defaultmodel, ":", 0);
335                 if(i >= 0)
336                 {
337                         defaultskin = stof(substring(defaultmodel, i+1, -1));
338                         defaultmodel = substring(defaultmodel, 0, i);
339                 }
340         }
341
342         if(defaultmodel != "")
343         {
344                 if (defaultmodel != self.model)
345                 {
346                         m1 = self.mins;
347                         m2 = self.maxs;
348                         setplayermodel (self, defaultmodel);
349                         setsize (self, m1, m2);
350                         chmdl = true;
351                 }
352
353                 oldskin = self.skin;
354                 self.skin = defaultskin;
355         } else {
356                 if (self.playermodel != self.model || self.playermodel == "")
357                 {
358                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
359                         m1 = self.mins;
360                         m2 = self.maxs;
361                         setplayermodel (self, self.playermodel);
362                         setsize (self, m1, m2);
363                         chmdl = true;
364                 }
365
366                 oldskin = self.skin;
367                 self.skin = stof(self.playerskin);
368         }
369
370         if(chmdl || oldskin != self.skin) // model or skin has changed
371         {
372                 self.species = player_getspecies(); // update species
373                 UpdatePlayerSounds(); // update skin sounds
374         }
375
376         if(!teamplay)
377                 if(strlen(autocvar_sv_defaultplayercolors))
378                         if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
379                                 setcolor(self, stof(autocvar_sv_defaultplayercolors));
380 }
381
382 /*
383 =============
384 PutClientInServer
385
386 Called when a client spawns in the server
387 =============
388 */
389 void PutClientInServer (void)
390 {
391         if(IS_BOT_CLIENT(self))
392                 self.classname = "player";
393         else if(IS_REAL_CLIENT(self))
394         {
395                 msg_entity = self;
396                 WriteByte(MSG_ONE, SVC_SETVIEW);
397                 WriteEntity(MSG_ONE, self);
398         }
399
400         SetSpectator(self, world);
401
402         // reset player keys
403         self.itemkeys = 0;
404
405         MUTATOR_CALLHOOK(PutClientInServer);
406
407         if(gameover)
408                 self.classname = "observer";
409
410         if(IS_PLAYER(self))
411         {
412                 entity spot, oldself;
413                 float j;
414
415                 accuracy_resend(self);
416
417                 if(self.team < 0)
418                         JoinBestTeam(self, false, true);
419
420                 spot = SelectSpawnPoint (false);
421                 if(!spot)
422                 {
423                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
424                         return; // spawn failed
425                 }
426
427                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
428
429                 if(self.vehicle)
430                         vehicles_exit(VHEF_RELESE);
431
432                 self.classname = "player";
433                 self.wasplayer = true;
434                 self.iscreature = true;
435                 self.teleportable = TELEPORT_NORMAL;
436                 self.damagedbycontents = true;
437                 self.movetype = MOVETYPE_WALK;
438                 self.solid = SOLID_SLIDEBOX;
439                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
440                 if(autocvar_g_playerclip_collisions)
441                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
442                 if(IS_BOT_CLIENT(self) && autocvar_g_botclip_collisions)
443                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
444                 self.frags = FRAGS_PLAYER;
445                 if(INDEPENDENT_PLAYERS)
446                         MAKE_INDEPENDENT_PLAYER(self);
447                 self.flags = FL_CLIENT;
448                 if(autocvar__notarget)
449                         self.flags |= FL_NOTARGET;
450                 self.takedamage = DAMAGE_AIM;
451                 self.effects = 0;
452                 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
453                 self.air_finished = time + 12;
454                 self.dmg = 2;
455                 if(WEP_CVAR(vortex, charge))
456                 {
457                         if(WEP_CVAR_SEC(vortex, chargepool))
458                                 self.vortex_chargepool_ammo = 1;
459                         self.vortex_charge = WEP_CVAR(vortex, charge_start);
460                 }
461
462                 if(warmup_stage)
463                 {
464                         self.ammo_shells = warmup_start_ammo_shells;
465                         self.ammo_nails = warmup_start_ammo_nails;
466                         self.ammo_rockets = warmup_start_ammo_rockets;
467                         self.ammo_cells = warmup_start_ammo_cells;
468                         self.ammo_plasma = warmup_start_ammo_plasma;
469                         self.ammo_fuel = warmup_start_ammo_fuel;
470                         self.health = warmup_start_health;
471                         self.armorvalue = warmup_start_armorvalue;
472                         self.weapons = WARMUP_START_WEAPONS;
473                 }
474                 else
475                 {
476                         self.ammo_shells = start_ammo_shells;
477                         self.ammo_nails = start_ammo_nails;
478                         self.ammo_rockets = start_ammo_rockets;
479                         self.ammo_cells = start_ammo_cells;
480                         self.ammo_plasma = start_ammo_plasma;
481                         self.ammo_fuel = start_ammo_fuel;
482                         self.health = start_health;
483                         self.armorvalue = start_armorvalue;
484                         self.weapons = start_weapons;
485                 }
486
487                 if(self.weapons & WEPSET_SUPERWEAPONS)
488                         self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
489                 else
490                         self.superweapons_finished = 0;
491
492                 if(g_weaponarena_random) // WEAPONTODO: more stuff that should be in a mutator. also: rename those cvars
493                 {
494                         if(g_weaponarena_random_with_blaster)
495                                 self.weapons &= ~WEPSET_BLASTER;
496                         W_RandomWeapons(self, g_weaponarena_random);
497                         if(g_weaponarena_random_with_blaster)
498                                 self.weapons |= WEPSET_BLASTER;
499                 }
500
501                 self.items = start_items;
502
503                 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
504                 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
505                 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
506                 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
507                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
508                 //extend the pause of rotting if client was reset at the beginning of the countdown
509                 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
510                         self.spawnshieldtime += game_starttime - time;
511                         self.pauserotarmor_finished += game_starttime - time;
512                         self.pauserothealth_finished += game_starttime - time;
513                         self.pauseregen_finished += game_starttime - time;
514                 }
515                 self.damageforcescale = 2;
516                 self.death_time = 0;
517                 self.respawn_flags = 0;
518                 self.respawn_time = 0;
519                 self.stat_respawn_time = 0;
520                 self.scale = 0;
521                 self.fade_time = 0;
522                 self.pain_frame = 0;
523                 self.pain_finished = 0;
524                 self.strength_finished = 0;
525                 self.invincible_finished = 0;
526                 self.pushltime = 0;
527                 // players have no think function
528                 self.think = func_null;
529                 self.nextthink = 0;
530                 self.hook_time = 0;
531                 self.dmg_team = 0;
532                 self.ballistics_density = autocvar_g_ballistics_density_player;
533
534                 self.metertime = 0;
535
536                 self.deadflag = DEAD_NO;
537
538                 self.angles = spot.angles;
539
540                 self.angles_z = 0; // never spawn tilted even if the spot says to
541                 if(IS_BOT_CLIENT(self))
542                         self.v_angle = self.angles;
543                 self.fixangle = true; // turn this way immediately
544                 self.velocity = '0 0 0';
545                 self.avelocity = '0 0 0';
546                 self.punchangle = '0 0 0';
547                 self.punchvector = '0 0 0';
548                 self.oldvelocity = self.velocity;
549                 self.fire_endtime = -1;
550                 self.revival_time = 0;
551
552                 entity spawnevent = spawn();
553                 spawnevent.owner = self;
554                 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
555
556                 // Cut off any still running player sounds.
557                 stopsound(self, CH_PLAYER_SINGLE);
558
559                 self.model = "";
560                 FixPlayermodel();
561                 self.drawonlytoclient = world;
562
563                 self.crouch = false;
564                 self.view_ofs = PL_VIEW_OFS;
565                 setsize (self, PL_MIN, PL_MAX);
566                 self.spawnorigin = spot.origin;
567                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins.z - 24));
568                 // don't reset back to last position, even if new position is stuck in solid
569                 self.oldorigin = self.origin;
570                 self.prevorigin = self.origin;
571                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
572                 self.lastteleporttime = time; // prevent insane speeds due to changing origin
573         self.hud = HUD_NORMAL;
574
575                 self.event_damage = PlayerDamage;
576
577                 self.bot_attack = true;
578                 self.monster_attack = true;
579
580                 self.spider_slowness = 0;
581
582                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
583
584                 if(self.killcount == -666) {
585                         PlayerScore_Clear(self);
586                         self.killcount = 0;
587                 }
588
589                 CL_SpawnWeaponentity();
590                 self.alpha = default_player_alpha;
591                 self.colormod = '1 1 1' * autocvar_g_player_brightness;
592                 self.exteriorweaponentity.alpha = default_weapon_alpha;
593
594                 self.speedrunning = false;
595
596                 //stuffcmd(self, "chase_active 0");
597                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
598
599                 target_voicescript_clear(self);
600
601                 // reset fields the weapons may use
602                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
603                 {
604                         WEP_ACTION(j, WR_RESETPLAYER);
605
606                         // all weapons must be fully loaded when we spawn
607                         entity e = get_weaponinfo(j);
608                         if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
609                                 self.(weapon_load[j]) = e.reloading_ammo;
610                 }
611
612                 oldself = self;
613                 self = spot;
614                         activator = oldself;
615                                 string s;
616                                 s = self.target;
617                                 self.target = string_null;
618                                 SUB_UseTargets();
619                                 self.target = s;
620                         activator = world;
621                 self = oldself;
622
623                 Unfreeze(self);
624
625                 spawn_spot = spot;
626                 MUTATOR_CALLHOOK(PlayerSpawn);
627
628                 if(autocvar_spawn_debug)
629                 {
630                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
631                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
632                 }
633
634                 self.switchweapon = w_getbestweapon(self);
635                 self.cnt = -1; // W_LastWeapon will not complain
636                 self.weapon = 0;
637                 self.weaponname = "";
638                 self.switchingweapon = 0;
639
640                 if(!warmup_stage)
641                         if(!self.alivetime)
642                                 self.alivetime = time;
643
644                 antilag_clear(self);
645         }
646         else if(IS_OBSERVER(self))
647         {
648                 PutObserverInServer ();
649         }
650 }
651
652 .float ebouncefactor, ebouncestop; // electro's values
653 // TODO do we need all these fields, or should we stop autodetecting runtime
654 // changes and just have a console command to update this?
655 float ClientInit_SendEntity(entity to, float sf)
656 {
657         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
658         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
659         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
660         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
661         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
662         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
663         WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[0]));
664         WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[1]));
665         WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[2]));
666         WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[3]));
667
668         if(sv_foginterval && world.fog != "")
669                 WriteString(MSG_ENTITY, world.fog);
670         else
671                 WriteString(MSG_ENTITY, "");
672         WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
673         WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_mortar_bouncefactor // WEAPONTODO
674         WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_mortar_bouncestop
675         WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_mortar_bouncefactor
676         WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_mortar_bouncestop
677         WriteByte(MSG_ENTITY, WEP_CVAR(vortex, secondary)); // client has to know if it should zoom or not // WEAPONTODO
678         WriteByte(MSG_ENTITY, WEP_CVAR(rifle, secondary)); // client has to know if it should zoom or not // WEAPONTODO
679         WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
680         WriteByte(MSG_ENTITY, WEP_CVAR(minelayer, limit)); // minelayer max mines // WEAPONTODO
681         WriteByte(MSG_ENTITY, WEP_CVAR_SEC(hagar, load_max)); // hagar max loadable rockets // WEAPONTODO
682         WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
683         WriteByte(MSG_ENTITY, WEP_CVAR(porto, secondary)); // WEAPONTODO
684         return true;
685 }
686
687 void ClientInit_CheckUpdate()
688 {
689         self.nextthink = time;
690         if(self.count != autocvar_g_balance_armor_blockpercent)
691         {
692                 self.count = autocvar_g_balance_armor_blockpercent;
693                 self.SendFlags |= 1;
694         }
695         if(self.bouncefactor != autocvar_g_balance_mortar_bouncefactor) // WEAPONTODO
696         {
697                 self.bouncefactor = autocvar_g_balance_mortar_bouncefactor;
698                 self.SendFlags |= 1;
699         }
700         if(self.bouncestop != autocvar_g_balance_mortar_bouncestop)
701         {
702                 self.bouncestop = autocvar_g_balance_mortar_bouncestop;
703                 self.SendFlags |= 1;
704         }
705         if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
706         {
707                 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
708                 self.SendFlags |= 1;
709         }
710         if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
711         {
712                 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
713                 self.SendFlags |= 1;
714         }
715 }
716
717 void ClientInit_Spawn()
718 {
719         entity o;
720         entity e;
721         e = spawn();
722         e.classname = "clientinit";
723         e.think = ClientInit_CheckUpdate;
724         Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
725
726         o = self;
727         self = e;
728         ClientInit_CheckUpdate();
729         self = o;
730 }
731
732 /*
733 =============
734 SetNewParms
735 =============
736 */
737 void SetNewParms (void)
738 {
739         // initialize parms for a new player
740         parm1 = -(86400 * 366);
741 }
742
743 /*
744 =============
745 SetChangeParms
746 =============
747 */
748 void SetChangeParms (void)
749 {
750         // save parms for level change
751         parm1 = self.parm_idlesince - time;
752 }
753
754 /*
755 =============
756 DecodeLevelParms
757 =============
758 */
759 void DecodeLevelParms (void)
760 {
761         // load parms
762         self.parm_idlesince = parm1;
763         if(self.parm_idlesince == -(86400 * 366))
764                 self.parm_idlesince = time;
765
766         // whatever happens, allow 60 seconds of idling directly after connect for map loading
767         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
768 }
769
770 /*
771 =============
772 ClientKill
773
774 Called when a client types 'kill' in the console
775 =============
776 */
777
778 .float clientkill_nexttime;
779 void ClientKill_Now_TeamChange()
780 {
781         if(self.killindicator_teamchange == -1)
782         {
783                 JoinBestTeam( self, false, true );
784         }
785         else if(self.killindicator_teamchange == -2)
786         {
787                 if(blockSpectators)
788                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
789                 PutObserverInServer();
790         }
791         else
792                 SV_ChangeTeam(self.killindicator_teamchange - 1);
793         self.killindicator_teamchange = 0;
794 }
795
796 void ClientKill_Now()
797 {
798         if(self.vehicle)
799         {
800             vehicles_exit(VHEF_RELESE);
801             if(!self.killindicator_teamchange)
802             {
803             self.vehicle_health = -1;
804             Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
805             }
806         }
807
808         if(self.killindicator && !wasfreed(self.killindicator))
809                 remove(self.killindicator);
810
811         self.killindicator = world;
812
813         if(self.killindicator_teamchange)
814                 ClientKill_Now_TeamChange();
815
816         if(IS_PLAYER(self))
817                 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
818
819         // now I am sure the player IS dead
820 }
821 void KillIndicator_Think()
822 {
823         if (gameover)
824         {
825                 self.owner.killindicator = world;
826                 remove(self);
827                 return;
828         }
829
830         if (self.owner.alpha < 0 && !self.owner.vehicle)
831         {
832                 self.owner.killindicator = world;
833                 remove(self);
834                 return;
835         }
836
837         if(self.cnt <= 0)
838         {
839                 self = self.owner;
840                 ClientKill_Now(); // no oldself needed
841                 return;
842         }
843     else if(g_cts && self.health == 1) // health == 1 means that it's silent
844     {
845         self.nextthink = time + 1;
846         self.cnt -= 1;
847     }
848         else
849         {
850                 if(self.cnt <= 10)
851                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
852                 if(IS_REAL_CLIENT(self.owner))
853                 {
854                         if(self.cnt <= 10)
855                                 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
856                 }
857                 self.nextthink = time + 1;
858                 self.cnt -= 1;
859         }
860 }
861
862 float clientkilltime;
863 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
864 {
865         float killtime;
866         float starttime;
867         entity e;
868
869         if (gameover)
870                 return;
871
872         killtime = autocvar_g_balance_kill_delay;
873
874         if(g_race_qualifying || g_cts)
875                 killtime = 0;
876
877     if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
878     {
879                 remove(self.killindicator);
880                 self.killindicator = world;
881
882         ClientKill_Now(); // allow instant kill in this case
883         return;
884     }
885
886         self.killindicator_teamchange = targetteam;
887
888     if(!self.killindicator)
889         {
890                 if(self.deadflag == DEAD_NO)
891                 {
892                         killtime = max(killtime, self.clientkill_nexttime - time);
893                         self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
894                 }
895
896                 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
897                 {
898                         ClientKill_Now();
899                 }
900                 else
901                 {
902                         starttime = max(time, clientkilltime);
903
904                         self.killindicator = spawn();
905                         self.killindicator.owner = self;
906                         self.killindicator.scale = 0.5;
907                         setattachment(self.killindicator, self, "");
908                         setorigin(self.killindicator, '0 0 52');
909                         self.killindicator.think = KillIndicator_Think;
910                         self.killindicator.nextthink = starttime + (self.lip) * 0.05;
911                         clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
912                         self.killindicator.cnt = ceil(killtime);
913                         self.killindicator.count = bound(0, ceil(killtime), 10);
914                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
915
916                         for(e = world; (e = find(e, classname, "body")) != world; )
917                         {
918                                 if(e.enemy != self)
919                                         continue;
920                                 e.killindicator = spawn();
921                                 e.killindicator.owner = e;
922                                 e.killindicator.scale = 0.5;
923                                 setattachment(e.killindicator, e, "");
924                                 setorigin(e.killindicator, '0 0 52');
925                                 e.killindicator.think = KillIndicator_Think;
926                                 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
927                                 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
928                                 e.killindicator.cnt = ceil(killtime);
929                         }
930                         self.lip = 0;
931                 }
932         }
933         if(self.killindicator)
934         {
935                 if(targetteam == 0) // just die
936                 {
937                         self.killindicator.colormod = '0 0 0';
938                         if(IS_REAL_CLIENT(self))
939                         if(self.killindicator.cnt > 0)
940                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
941                 }
942                 else if(targetteam == -1) // auto
943                 {
944                         self.killindicator.colormod = '0 1 0';
945                         if(IS_REAL_CLIENT(self))
946                         if(self.killindicator.cnt > 0)
947                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
948                 }
949                 else if(targetteam == -2) // spectate
950                 {
951                         self.killindicator.colormod = '0.5 0.5 0.5';
952                         if(IS_REAL_CLIENT(self))
953                         if(self.killindicator.cnt > 0)
954                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
955                 }
956                 else
957                 {
958                         self.killindicator.colormod = Team_ColorRGB(targetteam);
959                         if(IS_REAL_CLIENT(self))
960                         if(self.killindicator.cnt > 0)
961                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
962                 }
963         }
964
965 }
966
967 void ClientKill (void)
968 {
969         if(gameover) return;
970         if(self.player_blocked) return;
971         if(self.frozen) return;
972
973         ClientKill_TeamChange(0);
974 }
975
976 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
977 {
978     e.killindicator = spawn();
979     e.killindicator.owner = e;
980     e.killindicator.think = KillIndicator_Think;
981     e.killindicator.nextthink = time + (e.lip) * 0.05;
982     e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
983     e.killindicator.health = 1; // this is used to indicate that it should be silent
984     e.lip = 0;
985 }
986
987 void FixClientCvars(entity e)
988 {
989         // send prediction settings to the client
990         stuffcmd(e, "\nin_bindmap 0 0\n");
991         if(g_race || g_cts)
992                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
993         if(autocvar_g_antilag == 3) // client side hitscan
994                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
995         if(autocvar_sv_gentle)
996                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
997 }
998
999 float PlayerInIDList(entity p, string idlist)
1000 {
1001         float n, i;
1002         string s;
1003
1004         // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1005         if (!p.crypto_idfp)
1006                 return 0;
1007
1008         // this function allows abbreviated player IDs too!
1009         n = tokenize_console(idlist);
1010         for(i = 0; i < n; ++i)
1011         {
1012                 s = argv(i);
1013                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1014                         return 1;
1015         }
1016
1017         return 0;
1018 }
1019
1020 /*
1021 =============
1022 ClientConnect
1023
1024 Called when a client connects to the server
1025 =============
1026 */
1027 void DecodeLevelParms (void);
1028 //void dom_player_join_team(entity pl);
1029 void set_dom_state(entity e);
1030 void ClientConnect (void)
1031 {
1032         float t;
1033
1034         if(IS_CLIENT(self))
1035         {
1036                 print("Warning: ClientConnect, but already connected!\n");
1037                 return;
1038         }
1039
1040         if(Ban_MaybeEnforceBanOnce(self))
1041                 return;
1042
1043         DecodeLevelParms();
1044
1045 #ifdef WATERMARK
1046         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1047 #endif
1048
1049         self.classname = "player_joining";
1050
1051         self.flags = FL_CLIENT;
1052         self.version_nagtime = time + 10 + random() * 10;
1053
1054         if(player_count<0)
1055         {
1056                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1057                 player_count = 0;
1058         }
1059
1060         if(IS_REAL_CLIENT(self)) { PlayerStats_PlayerBasic_CheckUpdate(self); }
1061
1062         PlayerScore_Attach(self);
1063         ClientData_Attach();
1064         accuracy_init(self);
1065
1066         bot_clientconnect();
1067
1068         playerdemo_init();
1069
1070         anticheat_init();
1071
1072         // identify the right forced team
1073         if(autocvar_g_campaign)
1074         {
1075                 if(IS_REAL_CLIENT(self)) // only players, not bots
1076                 {
1077                         switch(autocvar_g_campaign_forceteam)
1078                         {
1079                                 case 1: self.team_forced = NUM_TEAM_1; break;
1080                                 case 2: self.team_forced = NUM_TEAM_2; break;
1081                                 case 3: self.team_forced = NUM_TEAM_3; break;
1082                                 case 4: self.team_forced = NUM_TEAM_4; break;
1083                                 default: self.team_forced = 0;
1084                         }
1085                 }
1086         }
1087         else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1088                 self.team_forced = NUM_TEAM_1;
1089         else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1090                 self.team_forced = NUM_TEAM_2;
1091         else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1092                 self.team_forced = NUM_TEAM_3;
1093         else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1094                 self.team_forced = NUM_TEAM_4;
1095         else if(autocvar_g_forced_team_otherwise == "red")
1096                 self.team_forced = NUM_TEAM_1;
1097         else if(autocvar_g_forced_team_otherwise == "blue")
1098                 self.team_forced = NUM_TEAM_2;
1099         else if(autocvar_g_forced_team_otherwise == "yellow")
1100                 self.team_forced = NUM_TEAM_3;
1101         else if(autocvar_g_forced_team_otherwise == "pink")
1102                 self.team_forced = NUM_TEAM_4;
1103         else if(autocvar_g_forced_team_otherwise == "spectate")
1104                 self.team_forced = -1;
1105         else if(autocvar_g_forced_team_otherwise == "spectator")
1106                 self.team_forced = -1;
1107         else
1108                 self.team_forced = 0;
1109
1110         if(!teamplay)
1111                 if(self.team_forced > 0)
1112                         self.team_forced = 0;
1113
1114         JoinBestTeam(self, false, false); // if the team number is valid, keep it
1115
1116         if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
1117                 self.classname = "observer";
1118         } else {
1119                 if(teamplay)
1120                 {
1121                         if(autocvar_g_balance_teams)
1122                         {
1123                                 self.classname = "player";
1124                                 campaign_bots_may_start = 1;
1125                         }
1126                         else
1127                         {
1128                                 self.classname = "observer"; // do it anyway
1129                         }
1130                 }
1131                 else
1132                 {
1133                         self.classname = "player";
1134                         campaign_bots_may_start = 1;
1135                 }
1136         }
1137
1138         self.playerid = (playerid_last = playerid_last + 1);
1139
1140         PlayerStats_GameReport_AddEvent(sprintf("kills-%d", self.playerid));
1141
1142     if(IS_BOT_CLIENT(self))
1143         PlayerStats_GameReport_AddPlayer(self);
1144
1145         if(autocvar_sv_eventlog)
1146                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
1147
1148         LogTeamchange(self.playerid, self.team, 1);
1149
1150         self.just_joined = true;  // stop spamming the eventlog with additional lines when the client connects
1151
1152         self.netname_previous = strzone(self.netname);
1153
1154         if(IS_PLAYER(self) && teamplay)
1155                 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1156         else
1157                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1158
1159         stuffcmd(self, strcat(clientstuff, "\n"));
1160         stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1161
1162         FixClientCvars(self);
1163
1164         // spawnfunc_waypoint sprites
1165         WaypointSprite_InitClient(self);
1166
1167         // Wazat's grappling hook
1168         SetGrappleHookBindings();
1169
1170         // Jetpack binds
1171         stuffcmd(self, "alias +jetpack +button10\n");
1172         stuffcmd(self, "alias -jetpack -button10\n");
1173
1174         // get version info from player
1175         stuffcmd(self, "cmd clientversion $gameversion\n");
1176
1177         // get other cvars from player
1178         GetCvars(0);
1179
1180         // notify about available teams
1181         if(teamplay)
1182         {
1183                 CheckAllowedTeams(self);
1184                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1185                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1186         }
1187         else
1188                 stuffcmd(self, "set _teams_available 0\n");
1189
1190         attach_entcs();
1191
1192         bot_relinkplayerlist();
1193
1194         self.spectatortime = time;
1195         if(blockSpectators)
1196         {
1197                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1198         }
1199
1200         self.jointime = time;
1201         self.allowed_timeouts = autocvar_sv_timeout_number;
1202
1203         if(IS_REAL_CLIENT(self))
1204         {
1205                 if(!autocvar_g_campaign)
1206                 {
1207                         self.motd_actived_time = -1;
1208                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1209                 }
1210
1211                 if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET_TUBA))
1212                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1213         }
1214
1215         if(!sv_foginterval && world.fog != "")
1216                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1217
1218         W_HitPlotOpen(self);
1219
1220         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
1221                 send_CSQC_teamnagger();
1222
1223         CheatInitClient();
1224
1225         CSQCMODEL_AUTOINIT();
1226
1227         self.model_randomizer = random();
1228
1229         if(IS_REAL_CLIENT(self))
1230                 sv_notice_join();
1231
1232         MUTATOR_CALLHOOK(ClientConnect);
1233 }
1234 /*
1235 =============
1236 ClientDisconnect
1237
1238 Called when a client disconnects from the server
1239 =============
1240 */
1241 .entity chatbubbleentity;
1242 void ReadyCount();
1243 void ClientDisconnect (void)
1244 {
1245         if(self.vehicle)
1246             vehicles_exit(VHEF_RELESE);
1247
1248         if (!IS_CLIENT(self))
1249         {
1250                 print("Warning: ClientDisconnect without ClientConnect\n");
1251                 return;
1252         }
1253
1254         PlayerStats_GameReport_FinalizePlayer(self);
1255
1256         if(IS_PLAYER(self)) { pointparticles(particleeffectnum("spawn_event_neutral"), self.origin, '0 0 0', 1); }
1257
1258         CheatShutdownClient();
1259
1260         W_HitPlotClose(self);
1261
1262         anticheat_report();
1263         anticheat_shutdown();
1264
1265         playerdemo_shutdown();
1266
1267         bot_clientdisconnect();
1268
1269         if(self.entcs)
1270                 detach_entcs();
1271
1272         if(autocvar_sv_eventlog)
1273                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1274
1275         Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1276
1277         MUTATOR_CALLHOOK(ClientDisconnect);
1278
1279         Portal_ClearAll(self);
1280
1281         Unfreeze(self);
1282
1283         RemoveGrapplingHook(self);
1284
1285         // Here, everything has been done that requires this player to be a client.
1286
1287         self.flags &= ~FL_CLIENT;
1288
1289         if (self.chatbubbleentity)
1290                 remove (self.chatbubbleentity);
1291
1292         if (self.killindicator)
1293                 remove (self.killindicator);
1294
1295         WaypointSprite_PlayerGone();
1296
1297         bot_relinkplayerlist();
1298
1299         accuracy_free(self);
1300         ClientData_Detach();
1301         PlayerScore_Detach(self);
1302
1303         if(self.netname_previous)
1304                 strunzone(self.netname_previous);
1305         if(self.clientstatus)
1306                 strunzone(self.clientstatus);
1307         if(self.weaponorder_byimpulse)
1308                 strunzone(self.weaponorder_byimpulse);
1309
1310         ClearPlayerSounds();
1311
1312         if(self.personal)
1313                 remove(self.personal);
1314
1315         self.playerid = 0;
1316         ReadyCount();
1317
1318         // free cvars
1319         GetCvars(-1);
1320 }
1321
1322 .float BUTTON_CHAT;
1323 void ChatBubbleThink()
1324 {
1325         self.nextthink = time;
1326         if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1327         {
1328                 if(self.owner) // but why can that ever be world?
1329                         self.owner.chatbubbleentity = world;
1330                 remove(self);
1331                 return;
1332         }
1333         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1334 #ifdef TETRIS
1335                 || self.owner.tetris_on
1336 #endif
1337         )
1338                 self.model = self.mdl;
1339         else
1340                 self.model = "";
1341 }
1342
1343 void UpdateChatBubble()
1344 {
1345         if (self.alpha < 0)
1346                 return;
1347         // spawn a chatbubble entity if needed
1348         if (!self.chatbubbleentity)
1349         {
1350                 self.chatbubbleentity = spawn();
1351                 self.chatbubbleentity.owner = self;
1352                 self.chatbubbleentity.exteriormodeltoclient = self;
1353                 self.chatbubbleentity.think = ChatBubbleThink;
1354                 self.chatbubbleentity.nextthink = time;
1355                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1356                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1357                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs.z * '0 0 1');
1358                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1359                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1360                 self.chatbubbleentity.model = "";
1361                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1362         }
1363 }
1364
1365
1366 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1367 // added to the model skins
1368 /*void UpdateColorModHack()
1369 {
1370         float c;
1371         c = self.clientcolors & 15;
1372         // LordHavoc: only bothering to support white, green, red, yellow, blue
1373              if (!teamplay) self.colormod = '0 0 0';
1374         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1375         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1376         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1377         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1378         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1379         else self.colormod = '1 1 1';
1380 }*/
1381
1382 void respawn(void)
1383 {
1384         if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1385         {
1386                 self.solid = SOLID_NOT;
1387                 self.takedamage = DAMAGE_NO;
1388                 self.movetype = MOVETYPE_FLY;
1389                 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1390                 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1391                 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1392                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1393                 if(autocvar_g_respawn_ghosts_maxtime)
1394                         SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1395         }
1396
1397         CopyBody(1);
1398
1399         self.effects |= EF_NODRAW; // prevent another CopyBody
1400         PutClientInServer();
1401 }
1402
1403 void play_countdown(float finished, string samp)
1404 {
1405         if(IS_REAL_CLIENT(self))
1406                 if(floor(finished - time - frametime) != floor(finished - time))
1407                         if(finished - time < 6)
1408                                 sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1409 }
1410
1411 void player_powerups (void)
1412 {
1413         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1414         olditems = self.items;
1415
1416         if((self.items & IT_USING_JETPACK) && !self.deadflag && !gameover)
1417                 self.modelflags |= MF_ROCKET;
1418         else
1419                 self.modelflags &= ~MF_ROCKET;
1420
1421         self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1422
1423         if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1424                 return;
1425
1426         Fire_ApplyDamage(self);
1427         Fire_ApplyEffect(self);
1428
1429         if (!g_instagib)
1430         {
1431                 if (self.items & IT_STRENGTH)
1432                 {
1433                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1434                         self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1435                         if (time > self.strength_finished)
1436                         {
1437                                 self.items = self.items - (self.items & IT_STRENGTH);
1438                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1439                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1440                         }
1441                 }
1442                 else
1443                 {
1444                         if (time < self.strength_finished)
1445                         {
1446                                 self.items = self.items | IT_STRENGTH;
1447                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1448                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1449                         }
1450                 }
1451                 if (self.items & IT_INVINCIBLE)
1452                 {
1453                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1454                         self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1455                         if (time > self.invincible_finished)
1456                         {
1457                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1458                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1459                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1460                         }
1461                 }
1462                 else
1463                 {
1464                         if (time < self.invincible_finished)
1465                         {
1466                                 self.items = self.items | IT_INVINCIBLE;
1467                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1468                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1469                         }
1470                 }
1471                 if (self.items & IT_SUPERWEAPON)
1472                 {
1473                         if (!(self.weapons & WEPSET_SUPERWEAPONS))
1474                         {
1475                                 self.superweapons_finished = 0;
1476                                 self.items = self.items - (self.items & IT_SUPERWEAPON);
1477                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1478                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1479                         }
1480                         else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1481                         {
1482                                 // don't let them run out
1483                         }
1484                         else
1485                         {
1486                                 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1487                                 if (time > self.superweapons_finished)
1488                                 {
1489                                         self.items = self.items - (self.items & IT_SUPERWEAPON);
1490                                         self.weapons &= ~WEPSET_SUPERWEAPONS;
1491                                         //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1492                                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1493                                 }
1494                         }
1495                 }
1496                 else if(self.weapons & WEPSET_SUPERWEAPONS)
1497                 {
1498                         if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1499                         {
1500                                 self.items = self.items | IT_SUPERWEAPON;
1501                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1502                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1503                         }
1504                         else
1505                         {
1506                                 self.superweapons_finished = 0;
1507                                 self.weapons &= ~WEPSET_SUPERWEAPONS;
1508                         }
1509                 }
1510                 else
1511                 {
1512                         self.superweapons_finished = 0;
1513                 }
1514         }
1515
1516         if(autocvar_g_nodepthtestplayers)
1517                 self.effects = self.effects | EF_NODEPTHTEST;
1518
1519         if(autocvar_g_fullbrightplayers)
1520                 self.effects = self.effects | EF_FULLBRIGHT;
1521
1522         if (time >= game_starttime)
1523         if (time < self.spawnshieldtime)
1524                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1525
1526         MUTATOR_CALLHOOK(PlayerPowerups);
1527 }
1528
1529 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1530 {
1531         if(current > stable)
1532                 return current;
1533         else if(current > stable - 0.25) // when close enough, "snap"
1534                 return stable;
1535         else
1536                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1537 }
1538
1539 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1540 {
1541         if(current < stable)
1542                 return current;
1543         else if(current < stable + 0.25) // when close enough, "snap"
1544                 return stable;
1545         else
1546                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1547 }
1548
1549 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1550 {
1551         if(current > rotstable)
1552         {
1553                 if(rotframetime > 0)
1554                 {
1555                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1556                         current = max(rotstable, current - rotlinear * rotframetime);
1557                 }
1558         }
1559         else if(current < regenstable)
1560         {
1561                 if(regenframetime > 0)
1562                 {
1563                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1564                         current = min(regenstable, current + regenlinear * regenframetime);
1565                 }
1566         }
1567
1568         if(current > limit)
1569                 current = limit;
1570
1571         return current;
1572 }
1573
1574 void player_regen (void)
1575 {
1576         float max_mod, regen_mod, rot_mod, limit_mod;
1577         max_mod = regen_mod = rot_mod = limit_mod = 1;
1578         regen_mod_max = max_mod;
1579         regen_mod_regen = regen_mod;
1580         regen_mod_rot = rot_mod;
1581         regen_mod_limit = limit_mod;
1582         if(!MUTATOR_CALLHOOK(PlayerRegen))
1583         if(!self.frozen)
1584         {
1585                 float minh, mina, maxh, maxa, limith, limita;
1586                 maxh = autocvar_g_balance_health_rotstable;
1587                 maxa = autocvar_g_balance_armor_rotstable;
1588                 minh = autocvar_g_balance_health_regenstable;
1589                 mina = autocvar_g_balance_armor_regenstable;
1590                 limith = autocvar_g_balance_health_limit;
1591                 limita = autocvar_g_balance_armor_limit;
1592
1593                 max_mod = regen_mod_max;
1594                 regen_mod = regen_mod_regen;
1595                 rot_mod = regen_mod_rot;
1596                 limit_mod = regen_mod_limit;
1597
1598                 maxh = maxh * max_mod;
1599                 minh = minh * max_mod;
1600                 limith = limith * limit_mod;
1601                 limita = limita * limit_mod;
1602
1603                 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);
1604                 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);
1605         }
1606
1607         // if player rotted to death...  die!
1608         // check this outside above checks, as player may still be able to rot to death
1609         if(self.health < 1)
1610                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1611
1612         if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1613         {
1614                 float minf, maxf, limitf;
1615
1616                 maxf = autocvar_g_balance_fuel_rotstable;
1617                 minf = autocvar_g_balance_fuel_regenstable;
1618                 limitf = autocvar_g_balance_fuel_limit;
1619
1620                 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);
1621         }
1622 }
1623
1624 float zoomstate_set;
1625 void SetZoomState(float z)
1626 {
1627         if(z != self.zoomstate)
1628         {
1629                 self.zoomstate = z;
1630                 ClientData_Touch(self);
1631         }
1632         zoomstate_set = 1;
1633 }
1634
1635 void GetPressedKeys(void) {
1636         MUTATOR_CALLHOOK(GetPressedKeys);
1637         #define X(var,bit,flag) (flag ? var |= bit : var &= ~bit)
1638         X(self.pressedkeys, KEY_FORWARD,        PHYS_INPUT_MOVEVALUES(self)_x > 0);
1639         X(self.pressedkeys, KEY_BACKWARD,       PHYS_INPUT_MOVEVALUES(self)_x < 0);
1640         X(self.pressedkeys, KEY_RIGHT,          PHYS_INPUT_MOVEVALUES(self)_y > 0);
1641         X(self.pressedkeys, KEY_LEFT,           PHYS_INPUT_MOVEVALUES(self)_y < 0);
1642
1643         X(self.pressedkeys, KEY_JUMP,           PHYS_INPUT_BUTTON_JUMP(self));
1644         X(self.pressedkeys, KEY_CROUCH,         PHYS_INPUT_BUTTON_CROUCH(self));
1645         X(self.pressedkeys, KEY_ATCK,           PHYS_INPUT_BUTTON_ATCK(self));
1646         X(self.pressedkeys, KEY_ATCK2,          PHYS_INPUT_BUTTON_ATCK2(self));
1647         #undef X
1648 }
1649
1650 /*
1651 ======================
1652 spectate mode routines
1653 ======================
1654 */
1655
1656 void SpectateCopy(entity spectatee) {
1657         other = spectatee;
1658         MUTATOR_CALLHOOK(SpectateCopy);
1659         self.armortype = spectatee.armortype;
1660         self.armorvalue = spectatee.armorvalue;
1661         self.ammo_cells = spectatee.ammo_cells;
1662         self.ammo_plasma = spectatee.ammo_plasma;
1663         self.ammo_shells = spectatee.ammo_shells;
1664         self.ammo_nails = spectatee.ammo_nails;
1665         self.ammo_rockets = spectatee.ammo_rockets;
1666         self.ammo_fuel = spectatee.ammo_fuel;
1667         self.clip_load = spectatee.clip_load;
1668         self.clip_size = spectatee.clip_size;
1669         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1670         self.health = spectatee.health;
1671         self.impulse = 0;
1672         self.items = spectatee.items;
1673         self.last_pickup = spectatee.last_pickup;
1674         self.hit_time = spectatee.hit_time;
1675         self.metertime = spectatee.metertime;
1676         self.strength_finished = spectatee.strength_finished;
1677         self.invincible_finished = spectatee.invincible_finished;
1678         self.pressedkeys = spectatee.pressedkeys;
1679         self.weapons = spectatee.weapons;
1680         self.switchweapon = spectatee.switchweapon;
1681         self.switchingweapon = spectatee.switchingweapon;
1682         self.weapon = spectatee.weapon;
1683         self.vortex_charge = spectatee.vortex_charge;
1684         self.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1685         self.hagar_load = spectatee.hagar_load;
1686         self.arc_heat_percent = spectatee.arc_heat_percent;
1687         self.minelayer_mines = spectatee.minelayer_mines;
1688         self.punchangle = spectatee.punchangle;
1689         self.view_ofs = spectatee.view_ofs;
1690         self.velocity = spectatee.velocity;
1691         self.dmg_take = spectatee.dmg_take;
1692         self.dmg_save = spectatee.dmg_save;
1693         self.dmg_inflictor = spectatee.dmg_inflictor;
1694         self.v_angle = spectatee.v_angle;
1695         self.angles = spectatee.v_angle;
1696         self.frozen = spectatee.frozen;
1697         self.revive_progress = spectatee.revive_progress;
1698         if(!self.BUTTON_USE)
1699                 self.fixangle = true;
1700         setorigin(self, spectatee.origin);
1701         setsize(self, spectatee.mins, spectatee.maxs);
1702         SetZoomState(spectatee.zoomstate);
1703
1704     anticheat_spectatecopy(spectatee);
1705         self.hud = spectatee.hud;
1706         if(spectatee.vehicle)
1707     {
1708         self.fixangle = false;
1709         //self.velocity = spectatee.vehicle.velocity;
1710         self.vehicle_health = spectatee.vehicle_health;
1711         self.vehicle_shield = spectatee.vehicle_shield;
1712         self.vehicle_energy = spectatee.vehicle_energy;
1713         self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1714         self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1715         self.vehicle_reload1 = spectatee.vehicle_reload1;
1716         self.vehicle_reload2 = spectatee.vehicle_reload2;
1717
1718         msg_entity = self;
1719
1720         WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1721             WriteAngle(MSG_ONE,  spectatee.v_angle.x);
1722             WriteAngle(MSG_ONE,  spectatee.v_angle.y);
1723             WriteAngle(MSG_ONE,  spectatee.v_angle.z);
1724
1725         //WriteByte (MSG_ONE, SVC_SETVIEW);
1726         //    WriteEntity(MSG_ONE, self);
1727         //makevectors(spectatee.v_angle);
1728         //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1729     }
1730 }
1731
1732 float SpectateUpdate()
1733 {
1734         if(!self.enemy)
1735             return 0;
1736
1737         if(!IS_PLAYER(self.enemy) || self == self.enemy)
1738         {
1739                 SetSpectator(self, world);
1740                 return 0;
1741         }
1742
1743         SpectateCopy(self.enemy);
1744
1745         return 1;
1746 }
1747
1748 float SpectateSet()
1749 {
1750         if(self.enemy.classname != "player")
1751                 return false;
1752         /*if(self.enemy.vehicle)
1753         {
1754
1755                 msg_entity = self;
1756                 WriteByte(MSG_ONE, SVC_SETVIEW);
1757                 WriteEntity(MSG_ONE, self.enemy);
1758                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1759
1760                 self.movetype = MOVETYPE_NONE;
1761                 accuracy_resend(self);
1762         }
1763         else
1764         {*/
1765                 msg_entity = self;
1766                 WriteByte(MSG_ONE, SVC_SETVIEW);
1767                 WriteEntity(MSG_ONE, self.enemy);
1768                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1769                 self.movetype = MOVETYPE_NONE;
1770                 accuracy_resend(self);
1771
1772                 if(!SpectateUpdate())
1773                         PutObserverInServer();
1774         //}
1775         return true;
1776 }
1777
1778 void SetSpectator(entity player, entity spectatee)
1779 {
1780         entity old_spectatee = player.enemy;
1781
1782         player.enemy = spectatee;
1783
1784         // WEAPONTODO
1785         // these are required to fix the spectator bug with arc
1786         if(old_spectatee && old_spectatee.arc_beam) { old_spectatee.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1787         if(player.enemy && player.enemy.arc_beam) { player.enemy.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1788 }
1789
1790 float Spectate(entity pl)
1791 {
1792         if(g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1793         if(pl.team != self.team)
1794                 return 0;
1795
1796         SetSpectator(self, pl);
1797         return SpectateSet();
1798 }
1799
1800 // Returns next available player to spectate if g_ca_spectate_enemies == 0
1801 entity CA_SpectateNext(entity start) {
1802         if (start.team == self.team) {
1803                 return start;
1804         }
1805
1806         other = start;
1807         // continue from current player
1808         while(other && other.team != self.team) {
1809                 other = find(other, classname, "player");
1810         }
1811
1812         if (!other) {
1813                 // restart from begining
1814                 other = find(other, classname, "player");
1815                 while(other && other.team != self.team) {
1816                         other = find(other, classname, "player");
1817                 }
1818         }
1819
1820         return other;
1821 }
1822
1823 float SpectateNext()
1824 {
1825         other = find(self.enemy, classname, "player");
1826
1827         if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
1828                 // CA and ca players when spectating enemies is forbidden
1829                 other = CA_SpectateNext(other);
1830         } else {
1831                 // other modes and ca spectators or spectating enemies is allowed
1832                 if (!other)
1833                         other = find(other, classname, "player");
1834         }
1835
1836         if(other) { SetSpectator(self, other); }
1837
1838         return SpectateSet();
1839 }
1840
1841 float SpectatePrev()
1842 {
1843         // NOTE: chain order is from the highest to the lower entnum (unlike find)
1844         other = findchain(classname, "player");
1845         if (!other) // no player
1846                 return false;
1847
1848         entity first = other;
1849         // skip players until current spectated player
1850         if(self.enemy)
1851         while(other && other != self.enemy)
1852                 other = other.chain;
1853
1854         if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1855         {
1856                 do { other = other.chain; }
1857                 while(other && other.team != self.team);
1858
1859                 if (!other)
1860                 {
1861                         other = first;
1862                         while(other.team != self.team)
1863                                 other = other.chain;
1864                         if(other == self.enemy)
1865                                 return true;
1866                 }
1867         }
1868         else
1869         {
1870                 if(other.chain)
1871                         other = other.chain;
1872                 else
1873                         other = first;
1874         }
1875         SetSpectator(self, other);
1876         return SpectateSet();
1877 }
1878
1879 /*
1880 =============
1881 ShowRespawnCountdown()
1882
1883 Update a respawn countdown display.
1884 =============
1885 */
1886 void ShowRespawnCountdown()
1887 {
1888         float number;
1889         if(self.deadflag == DEAD_NO) // just respawned?
1890                 return;
1891         else
1892         {
1893                 number = ceil(self.respawn_time - time);
1894                 if(number <= 0)
1895                         return;
1896                 if(number <= self.respawn_countdown)
1897                 {
1898                         self.respawn_countdown = number - 1;
1899                         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
1900                                 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1901                 }
1902         }
1903 }
1904
1905 void LeaveSpectatorMode()
1906 {
1907         if(self.caplayer)
1908                 return;
1909         if(nJoinAllowed(self))
1910         {
1911                 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1912                 {
1913                         self.classname = "player";
1914                         nades_RemoveBonus(self);
1915
1916                         if(autocvar_g_campaign || autocvar_g_balance_teams)
1917                                 { JoinBestTeam(self, false, true); }
1918
1919                         if(autocvar_g_campaign)
1920                                 { campaign_bots_may_start = 1; }
1921
1922                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
1923
1924                         PutClientInServer();
1925
1926                         if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
1927                 }
1928                 else
1929                         stuffcmd(self, "menu_showteamselect\n");
1930         }
1931         else
1932         {
1933                 // Player may not join because g_maxplayers is set
1934                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
1935         }
1936 }
1937
1938 /**
1939  * Determines whether the player is allowed to join. This depends on cvar
1940  * g_maxplayers, if it isn't used this function always return true, otherwise
1941  * it checks whether the number of currently playing players exceeds g_maxplayers.
1942  * @return int number of free slots for players, 0 if none
1943  */
1944 float nJoinAllowed(entity ignore) {
1945         if(!ignore)
1946         // this is called that way when checking if anyone may be able to join (to build qcstatus)
1947         // so report 0 free slots if restricted
1948         {
1949                 if(autocvar_g_forced_team_otherwise == "spectate")
1950                         return 0;
1951                 if(autocvar_g_forced_team_otherwise == "spectator")
1952                         return 0;
1953         }
1954
1955         if(self.team_forced < 0)
1956                 return 0; // forced spectators can never join
1957
1958         // TODO simplify this
1959         entity e;
1960         float totalClients = 0;
1961         FOR_EACH_CLIENT(e)
1962                 if(e != ignore)
1963                         totalClients += 1;
1964
1965         if (!autocvar_g_maxplayers)
1966                 return maxclients - totalClients;
1967
1968         float currentlyPlaying = 0;
1969         FOR_EACH_REALCLIENT(e)
1970                 if(IS_PLAYER(e) || e.caplayer)
1971                         currentlyPlaying += 1;
1972
1973         if(currentlyPlaying < autocvar_g_maxplayers)
1974                 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1975
1976         return 0;
1977 }
1978
1979 /**
1980  * Checks whether the client is an observer or spectator, if so, he will get kicked after
1981  * g_maxplayers_spectator_blocktime seconds
1982  */
1983 void checkSpectatorBlock() {
1984         if(IS_SPEC(self) || IS_OBSERVER(self))
1985         if(!self.caplayer)
1986         if(IS_REAL_CLIENT(self))
1987         {
1988                 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
1989                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
1990                         dropclient(self);
1991                 }
1992         }
1993 }
1994
1995 void PrintWelcomeMessage()
1996 {
1997         if(self.motd_actived_time == 0)
1998         {
1999                 if (autocvar_g_campaign) {
2000                         if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
2001                                 self.motd_actived_time = time;
2002                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
2003                         }
2004                 } else {
2005                         if (self.BUTTON_INFO) {
2006                                 self.motd_actived_time = time;
2007                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2008                         }
2009                 }
2010         }
2011         else if(self.motd_actived_time > 0) // showing MOTD or campaign message
2012         {
2013                 if (autocvar_g_campaign) {
2014                         if (self.BUTTON_INFO)
2015                                 self.motd_actived_time = time;
2016                         else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
2017                                 self.motd_actived_time = 0;
2018                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2019                         }
2020                 } else {
2021                         if (self.BUTTON_INFO)
2022                                 self.motd_actived_time = time;
2023                         else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2024                                 self.motd_actived_time = 0;
2025                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2026                         }
2027                 }
2028         }
2029         else //if(self.motd_actived_time < 0) // just connected, motd is active
2030         {
2031                 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
2032                         self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2033                 else if(self.motd_actived_time == -2 || IS_PLAYER(self))
2034                 {
2035                         // instanctly hide MOTD
2036                         self.motd_actived_time = 0;
2037                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2038                 }
2039         }
2040 }
2041
2042 void ObserverThink()
2043 {
2044         float prefered_movetype;
2045         if (self.flags & FL_JUMPRELEASED) {
2046                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2047                         self.flags &= ~FL_JUMPRELEASED;
2048                         self.flags |= FL_SPAWNING;
2049                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2050                         self.flags &= ~FL_JUMPRELEASED;
2051                         if(SpectateNext()) {
2052                                 self.classname = "spectator";
2053                         }
2054                 } else {
2055                         prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2056                         if (self.movetype != prefered_movetype)
2057                                 self.movetype = prefered_movetype;
2058                 }
2059         } else {
2060                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2061                         self.flags |= FL_JUMPRELEASED;
2062                         if(self.flags & FL_SPAWNING)
2063                         {
2064                                 self.flags &= ~FL_SPAWNING;
2065                                 LeaveSpectatorMode();
2066                                 return;
2067                         }
2068                 }
2069         }
2070 }
2071
2072 void SpectatorThink()
2073 {
2074         if (self.flags & FL_JUMPRELEASED) {
2075                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2076                         self.flags &= ~FL_JUMPRELEASED;
2077                         self.flags |= FL_SPAWNING;
2078                 } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
2079                         self.flags &= ~FL_JUMPRELEASED;
2080                         if(SpectateNext()) {
2081                                 self.classname = "spectator";
2082                         } else {
2083                                 self.classname = "observer";
2084                                 PutClientInServer();
2085                         }
2086                         self.impulse = 0;
2087                 } else if(self.impulse == 12 || self.impulse == 16  || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
2088                         self.flags &= ~FL_JUMPRELEASED;
2089                         if(SpectatePrev()) {
2090                                 self.classname = "spectator";
2091                         } else {
2092                                 self.classname = "observer";
2093                                 PutClientInServer();
2094                         }
2095                         self.impulse = 0;
2096                 } else if (self.BUTTON_ATCK2) {
2097                         self.flags &= ~FL_JUMPRELEASED;
2098                         self.classname = "observer";
2099                         PutClientInServer();
2100                 } else {
2101                         if(!SpectateUpdate())
2102                                 PutObserverInServer();
2103                 }
2104         } else {
2105                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2106                         self.flags |= FL_JUMPRELEASED;
2107                         if(self.flags & FL_SPAWNING)
2108                         {
2109                                 self.flags &= ~FL_SPAWNING;
2110                                 LeaveSpectatorMode();
2111                                 return;
2112                         }
2113                 }
2114                 if(!SpectateUpdate())
2115                         PutObserverInServer();
2116         }
2117
2118         self.flags |= FL_CLIENT | FL_NOTARGET;
2119 }
2120
2121 void PlayerUseKey()
2122 {
2123         if (!IS_PLAYER(self))
2124                 return;
2125
2126         if(self.vehicle)
2127         {
2128         vehicles_exit(VHEF_NORMAL);
2129         return;
2130         }
2131
2132         // a use key was pressed; call handlers
2133         MUTATOR_CALLHOOK(PlayerUseKey);
2134 }
2135
2136 float isInvisibleString(string s)
2137 {
2138         float i, n, c;
2139         s = strdecolorize(s);
2140         for((i = 0), (n = strlen(s)); i < n; ++i)
2141         {
2142                 c = str2chr(s, i);
2143                 switch(c)
2144                 {
2145                         case 0:
2146                         case 32: // space
2147                                 break;
2148                         case 192: // charmap space
2149                                 if (!autocvar_utf8_enable)
2150                                         break;
2151                                 return false;
2152                         case 160: // space in unicode fonts
2153                         case 0xE000 + 192: // utf8 charmap space
2154                                 if (autocvar_utf8_enable)
2155                                         break;
2156                         default:
2157                                 return false;
2158                 }
2159         }
2160         return true;
2161 }
2162
2163 /*
2164 =============
2165 PlayerPreThink
2166
2167 Called every frame for each client before the physics are run
2168 =============
2169 */
2170 .float usekeypressed;
2171 void() nexball_setstatus;
2172 .int items_added;
2173 void PlayerPreThink (void)
2174 {
2175         WarpZone_PlayerPhysics_FixVAngle();
2176
2177         self.stat_game_starttime = game_starttime;
2178         self.stat_round_starttime = round_starttime;
2179         self.stat_allow_oldvortexbeam = autocvar_g_allow_oldvortexbeam;
2180         self.stat_leadlimit = autocvar_leadlimit;
2181
2182         if(frametime)
2183         {
2184                 // physics frames: update anticheat stuff
2185                 anticheat_prethink();
2186         }
2187
2188         if(blockSpectators && frametime)
2189                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2190                 checkSpectatorBlock();
2191
2192         zoomstate_set = 0;
2193
2194         // Savage: Check for nameless players
2195         if (isInvisibleString(self.netname)) {
2196                 string new_name = strzone(strcat("Player@", self.netaddress));
2197                 if(autocvar_sv_eventlog)
2198                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", new_name));
2199                 if(self.netname_previous)
2200                         strunzone(self.netname_previous);
2201                 self.netname_previous = strzone(new_name);
2202                 self.netname = self.netname_previous;
2203                 // stuffcmd(self, strcat("name ", self.netname, "\n"));
2204         } else if(self.netname_previous != self.netname) {
2205                 if(autocvar_sv_eventlog)
2206                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2207                 if(self.netname_previous)
2208                         strunzone(self.netname_previous);
2209                 self.netname_previous = strzone(self.netname);
2210         }
2211
2212         // version nagging
2213         if(self.version_nagtime)
2214                 if(self.cvar_g_xonoticversion)
2215                         if(time > self.version_nagtime)
2216                         {
2217                                 // don't notify git users
2218                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2219                                 {
2220                                         if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2221                                         {
2222                                                 // notify release users if connecting to git
2223                                                 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");
2224                                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2225                                         }
2226                                         else
2227                                         {
2228                                                 float r;
2229                                                 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2230                                                 if(r < 0)
2231                                                 {
2232                                                         // give users new version
2233                                                         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");
2234                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2235                                                 }
2236                                                 else if(r > 0)
2237                                                 {
2238                                                         // notify users about old server version
2239                                                         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");
2240                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2241                                                 }
2242                                         }
2243                                 }
2244                                 self.version_nagtime = 0;
2245                         }
2246
2247         // GOD MODE info
2248         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2249         {
2250                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2251                 self.max_armorvalue = 0;
2252         }
2253
2254 #ifdef TETRIS
2255         if (TetrisPreFrame())
2256                 return;
2257 #endif
2258
2259         if(self.frozen == 2)
2260         {
2261                 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
2262                 self.health = max(1, self.revive_progress * start_health);
2263                 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
2264
2265                 if(self.revive_progress >= 1)
2266                         Unfreeze(self);
2267         }
2268         else if(self.frozen == 3)
2269         {
2270                 self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1);
2271                 self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress );
2272
2273                 if(self.health < 1)
2274                 {
2275                         if(self.vehicle)
2276                                 vehicles_exit(VHEF_RELESE);
2277                         self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE, self.origin, '0 0 0');
2278                 }
2279                 else if ( self.revive_progress <= 0 )
2280                         Unfreeze(self);
2281         }
2282
2283         MUTATOR_CALLHOOK(PlayerPreThink);
2284
2285         if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2286         {
2287                 if(self.BUTTON_USE && !self.usekeypressed)
2288                         PlayerUseKey();
2289                 self.usekeypressed = self.BUTTON_USE;
2290         }
2291
2292         if(IS_REAL_CLIENT(self))
2293                 PrintWelcomeMessage();
2294
2295         if(IS_PLAYER(self))
2296         {
2297
2298                 CheckRules_Player();
2299
2300                 if (intermission_running)
2301                 {
2302                         IntermissionThink ();   // otherwise a button could be missed between
2303                         return;                                 // the think tics
2304                 }
2305
2306                 //don't allow the player to turn around while game is paused!
2307                 if(timeout_status == TIMEOUT_ACTIVE) {
2308                         // FIXME turn this into CSQC stuff
2309                         self.v_angle = self.lastV_angle;
2310                         self.angles = self.lastV_angle;
2311                         self.fixangle = true;
2312                 }
2313
2314                 if(frametime)
2315                 {
2316                         if(self.weapon == WEP_VORTEX && WEP_CVAR(vortex, charge))
2317                         {
2318                                 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));
2319                                 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));
2320                                 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));
2321
2322                                 if(self.vortex_charge > WEP_CVAR(vortex, charge_animlimit))
2323                                 {
2324                                         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));
2325                                         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));
2326                                         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));
2327                                 }
2328                         }
2329                         else
2330                                 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, true) * 2;
2331
2332                         player_powerups();
2333                 }
2334
2335                 if (self.deadflag != DEAD_NO)
2336                 {
2337                         if(self.personal && g_race_qualifying)
2338                         {
2339                                 if(time > self.respawn_time)
2340                                 {
2341                                         self.respawn_time = time + 1; // only retry once a second
2342                                         self.stat_respawn_time = self.respawn_time;
2343                                         respawn();
2344                                         self.impulse = 141;
2345                                 }
2346                         }
2347                         else
2348                         {
2349                                 float button_pressed;
2350                                 if(frametime)
2351                                         player_anim();
2352                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2353
2354                                 if (self.deadflag == DEAD_DYING)
2355                                 {
2356                                         if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2357                                                 self.deadflag = DEAD_RESPAWNING;
2358                                         else if(!button_pressed)
2359                                                 self.deadflag = DEAD_DEAD;
2360                                 }
2361                                 else if (self.deadflag == DEAD_DEAD)
2362                                 {
2363                                         if(button_pressed)
2364                                                 self.deadflag = DEAD_RESPAWNABLE;
2365                                         else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2366                                                 self.deadflag = DEAD_RESPAWNING;
2367                                 }
2368                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2369                                 {
2370                                         if(!button_pressed)
2371                                                 self.deadflag = DEAD_RESPAWNING;
2372                                 }
2373                                 else if (self.deadflag == DEAD_RESPAWNING)
2374                                 {
2375                                         if(time > self.respawn_time)
2376                                         {
2377                                                 self.respawn_time = time + 1; // only retry once a second
2378                                                 self.respawn_time_max = self.respawn_time;
2379                                                 respawn();
2380                                         }
2381                                 }
2382
2383                                 ShowRespawnCountdown();
2384
2385                                 if(self.respawn_flags & RESPAWN_SILENT)
2386                                         self.stat_respawn_time = 0;
2387                                 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2388                                         self.stat_respawn_time = self.respawn_time_max;
2389                                 else
2390                                         self.stat_respawn_time = self.respawn_time;
2391                         }
2392
2393                         // if respawning, invert stat_respawn_time to indicate this, the client translates it
2394                         if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2395                                 self.stat_respawn_time *= -1;
2396
2397                         return;
2398                 }
2399
2400                 self.prevorigin = self.origin;
2401
2402                 float do_crouch = self.BUTTON_CROUCH;
2403                 if(self.hook.state)
2404                         do_crouch = 0;
2405                 if(self.vehicle)
2406                         do_crouch = 0;
2407                 if(self.frozen)
2408                         do_crouch = 0;
2409
2410                 // WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
2411                 // It cannot be predicted by the engine!
2412                 if((self.weapon == WEP_SHOCKWAVE || self.weapon == WEP_SHOTGUN) && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2413                         do_crouch = 0;
2414
2415                 if (do_crouch)
2416                 {
2417                         if (!self.crouch)
2418                         {
2419                                 self.crouch = true;
2420                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2421                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2422                                 // setanim(self, self.anim_duck, false, true, true); // this anim is BROKEN anyway
2423                         }
2424                 }
2425                 else
2426                 {
2427                         if (self.crouch)
2428                         {
2429                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, false, self);
2430                                 if (!trace_startsolid)
2431                                 {
2432                                         self.crouch = false;
2433                                         self.view_ofs = PL_VIEW_OFS;
2434                                         setsize (self, PL_MIN, PL_MAX);
2435                                 }
2436                         }
2437                 }
2438
2439                 FixPlayermodel();
2440
2441                 GrapplingHookFrame();
2442
2443                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2444                 //if(frametime)
2445                 {
2446                         self.items &= ~self.items_added;
2447
2448                         W_WeaponFrame();
2449
2450                         self.items_added = 0;
2451                         if(self.items & IT_JETPACK)
2452                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2453                                         self.items_added |= IT_FUEL;
2454
2455                         self.items |= self.items_added;
2456                 }
2457
2458                 player_regen();
2459
2460                 // WEAPONTODO: Add a weapon request for this
2461                 // rot vortex charge to the charge limit
2462                 if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
2463                         self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2464
2465                 if(frametime)
2466                         player_anim();
2467
2468                 // secret status
2469                 secrets_setstatus();
2470
2471                 // monsters status
2472                 monsters_setstatus();
2473
2474                 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2475
2476                 //self.angles_y=self.v_angle_y + 90;   // temp
2477         } else if(gameover) {
2478                 if (intermission_running)
2479                         IntermissionThink ();   // otherwise a button could be missed between
2480                 return;
2481         } else if(IS_OBSERVER(self)) {
2482                 ObserverThink();
2483         } else if(IS_SPEC(self)) {
2484                 SpectatorThink();
2485         }
2486
2487         // WEAPONTODO: Add weapon request for this
2488         if(!zoomstate_set)
2489                 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
2490
2491         float oldspectatee_status;
2492         oldspectatee_status = self.spectatee_status;
2493         if(IS_SPEC(self))
2494                 self.spectatee_status = num_for_edict(self.enemy);
2495         else if(IS_OBSERVER(self))
2496                 self.spectatee_status = num_for_edict(self);
2497         else
2498                 self.spectatee_status = 0;
2499         if(self.spectatee_status != oldspectatee_status)
2500         {
2501                 ClientData_Touch(self);
2502         }
2503
2504         if(self.teamkill_soundtime)
2505         if(time > self.teamkill_soundtime)
2506         {
2507                 self.teamkill_soundtime = 0;
2508
2509                 entity oldpusher, oldself;
2510
2511                 oldself = self; self = self.teamkill_soundsource;
2512                 oldpusher = self.pusher; self.pusher = oldself;
2513
2514                 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2515
2516                 self.pusher = oldpusher;
2517                 self = oldself;
2518         }
2519
2520         if(self.taunt_soundtime)
2521         if(time > self.taunt_soundtime)
2522         {
2523                 self.taunt_soundtime = 0;
2524                 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2525         }
2526
2527         target_voicescript_next(self);
2528
2529         // WEAPONTODO: Move into weaponsystem somehow
2530         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2531         if(!self.weapon)
2532                 self.clip_load = self.clip_size = 0;
2533 }
2534
2535 /*
2536 =============
2537 PlayerPostThink
2538
2539 Called every frame for each client after the physics are run
2540 =============
2541 */
2542 .float idlekick_lasttimeleft;
2543 void PlayerPostThink (void)
2544 {
2545         if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2546         if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2547         {
2548                 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2549                 {
2550                         if(self.idlekick_lasttimeleft)
2551                         {
2552                                 self.idlekick_lasttimeleft = 0;
2553                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2554                         }
2555                 }
2556                 else
2557                 {
2558                         float timeleft;
2559                         timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2560                         if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2561                         {
2562                                 if(!self.idlekick_lasttimeleft)
2563                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2564                         }
2565                         if(timeleft <= 0)
2566                         {
2567                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2568                                 dropclient(self);
2569                                 return;
2570                         }
2571                         else if(timeleft <= 10)
2572                         {
2573                                 if(timeleft != self.idlekick_lasttimeleft)
2574                                         { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2575                                 self.idlekick_lasttimeleft = timeleft;
2576                         }
2577                 }
2578         }
2579
2580 #ifdef TETRIS
2581         if(self.impulse == 100)
2582                 ImpulseCommands();
2583         if (!TetrisPostFrame())
2584         {
2585 #endif
2586
2587         CheatFrame();
2588
2589         //CheckPlayerJump();
2590
2591         if(IS_PLAYER(self)) {
2592                 CheckRules_Player();
2593                 UpdateChatBubble();
2594                 if (self.impulse)
2595                         ImpulseCommands();
2596                 if (intermission_running)
2597                         return;         // intermission or finale
2598                 GetPressedKeys();
2599         }
2600
2601 #ifdef TETRIS
2602         }
2603 #endif
2604
2605         /*
2606         float i;
2607         for(i = 0; i < 1000; ++i)
2608         {
2609                 vector end;
2610                 end = self.origin + '0 0 1024' + 512 * randomvec();
2611                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2612                 if(trace_fraction < 1)
2613                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2614                 {
2615                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2616                         break;
2617                 }
2618         }
2619         */
2620
2621         if(self.waypointsprite_attachedforcarrier)
2622                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON));
2623
2624         playerdemo_write();
2625
2626         CSQCMODEL_AUTOUPDATE();
2627 }