]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/cl_client.qc
fdfdedfe732c9490df3fe0572e36b68039b71b58
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_client.qc
1 #include "cl_client.qh"
2
3 #include "anticheat.qh"
4 #include "cl_impulse.qh"
5 #include "cl_player.qh"
6 #include "ent_cs.qh"
7 #include "ipban.qh"
8 #include "miscfunctions.qh"
9 #include "portals.qh"
10 #include "teamplay.qh"
11 #include "playerdemo.qh"
12 #include "spawnpoints.qh"
13 #include "g_damage.qh"
14 #include "g_hook.qh"
15 #include "command/common.qh"
16 #include "cheats.qh"
17 #include "g_world.qh"
18 #include "race.qh"
19 #include "antilag.qh"
20 #include "campaign.qh"
21 #include "command/common.qh"
22
23 #include "bot/bot.qh"
24 #include "bot/navigation.qh"
25
26 #include "../common/vehicles/all.qh"
27 #include "../common/triggers/teleporters.qh"
28
29 #include "weapons/hitplot.qh"
30 #include "weapons/weaponsystem.qh"
31
32 #include "../common/net_notice.qh"
33 #include "../common/physics.qh"
34
35 #include "../common/items/all.qc"
36
37 #include "../common/mutators/mutator/waypoints/all.qh"
38
39 #include "../common/triggers/subs.qh"
40 #include "../common/triggers/triggers.qh"
41 #include "../common/triggers/trigger/secret.qh"
42
43 #include "../common/minigames/sv_minigames.qh"
44
45 #include "../common/items/inventory.qh"
46
47 #include "../common/monsters/sv_monsters.qh"
48
49 #include "../lib/warpzone/server.qh"
50
51
52 void send_CSQC_teamnagger() {
53         WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
54         WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
55 }
56
57 bool ClientData_Send(entity this, entity to, int sf)
58 {
59         if(to != self.owner)
60         {
61                 error("wtf");
62                 return false;
63         }
64
65         entity e;
66
67         e = to;
68         if(IS_SPEC(to))
69                 e = to.enemy;
70
71         sf = 0;
72
73         if(e.race_completed)
74                 sf |= 1; // forced scoreboard
75         if(to.spectatee_status)
76                 sf |= 2; // spectator ent number follows
77         if(e.zoomstate)
78                 sf |= 4; // zoomed
79         if(e.porto_v_angle_held)
80                 sf |= 8; // angles held
81
82         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
83         WriteByte(MSG_ENTITY, sf);
84
85         if(sf & 2)
86                 WriteByte(MSG_ENTITY, to.spectatee_status);
87
88         if(sf & 8)
89         {
90                 WriteAngle(MSG_ENTITY, e.v_angle.x);
91                 WriteAngle(MSG_ENTITY, e.v_angle.y);
92         }
93
94         return true;
95 }
96
97 void ClientData_Attach()
98 {SELFPARAM();
99         Net_LinkEntity(self.clientdata = spawn(), false, 0, ClientData_Send);
100         self.clientdata.drawonlytoclient = self;
101         self.clientdata.owner = self;
102 }
103
104 void ClientData_Detach()
105 {SELFPARAM();
106         remove(self.clientdata);
107         self.clientdata = world;
108 }
109
110 void ClientData_Touch(entity e)
111 {
112         e.clientdata.SendFlags = 1;
113
114         // make it spectatable
115         entity e2;
116         FOR_EACH_REALCLIENT(e2)
117         {
118                 if(e2 != e)
119                         if(IS_SPEC(e2))
120                                 if(e2.enemy == e)
121                                         e2.clientdata.SendFlags = 1;
122         }
123 }
124
125 .string netname_previous;
126
127 void SetSpectatee(entity player, entity spectatee);
128
129
130 /*
131 =============
132 CheckPlayerModel
133
134 Checks if the argument string can be a valid playermodel.
135 Returns a valid one in doubt.
136 =============
137 */
138 string FallbackPlayerModel;
139 string CheckPlayerModel(string plyermodel) {
140         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
141         {
142                 // note: we cannot summon Don Strunzone here, some player may
143                 // still have the model string set. In case anyone manages how
144                 // to change a cvar default, we'll have a small leak here.
145                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
146         }
147         // only in right path
148         if( substring(plyermodel,0,14) != "models/player/")
149                 return FallbackPlayerModel;
150         // only good file extensions
151         if(substring(plyermodel,-4,4) != ".zym")
152         if(substring(plyermodel,-4,4) != ".dpm")
153         if(substring(plyermodel,-4,4) != ".iqm")
154         if(substring(plyermodel,-4,4) != ".md3")
155         if(substring(plyermodel,-4,4) != ".psk")
156                 return FallbackPlayerModel;
157         // forbid the LOD models
158         if(substring(plyermodel, -9,5) == "_lod1")
159                 return FallbackPlayerModel;
160         if(substring(plyermodel, -9,5) == "_lod2")
161                 return FallbackPlayerModel;
162         if(plyermodel != strtolower(plyermodel))
163                 return FallbackPlayerModel;
164         // also, restrict to server models
165         if(autocvar_sv_servermodelsonly)
166         {
167                 if(!fexists(plyermodel))
168                         return FallbackPlayerModel;
169         }
170         return plyermodel;
171 }
172
173 void setplayermodel(entity e, string modelname)
174 {
175         precache_model(modelname);
176         _setmodel(e, modelname);
177         player_setupanimsformodel();
178         UpdatePlayerSounds();
179 }
180
181 /*
182 =============
183 PutObserverInServer
184
185 putting a client as observer in the server
186 =============
187 */
188 void FixPlayermodel(entity player);
189 void PutObserverInServer()
190 {SELFPARAM();
191         entity  spot;
192     self.hud = HUD_NORMAL;
193
194         if(IS_PLAYER(self)) { Send_Effect(EFFECT_SPAWN_NEUTRAL, self.origin, '0 0 0', 1); }
195
196         spot = SelectSpawnPoint (true);
197         if(!spot)
198                 error("No spawnpoints for observers?!?\n");
199         RemoveGrapplingHook(self); // Wazat's Grappling Hook
200
201         if(IS_REAL_CLIENT(self))
202         {
203                 msg_entity = self;
204                 WriteByte(MSG_ONE, SVC_SETVIEW);
205                 WriteEntity(MSG_ONE, self);
206         }
207
208         self.frags = FRAGS_SPECTATOR;
209         self.bot_attack = false;
210
211         bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver);
212
213         Portal_ClearAll(self);
214
215         Unfreeze(self);
216
217         if(self.alivetime)
218         {
219                 if(!warmup_stage)
220                         PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
221                 self.alivetime = 0;
222         }
223
224         if(self.vehicle)
225                 vehicles_exit(VHEF_RELEASE);
226
227         WaypointSprite_PlayerDead();
228
229         if(!mutator_returnvalue)  // mutator prevents resetting teams
230                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog
231
232         if(self.killcount != FRAGS_SPECTATOR)
233         {
234                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
235                 if(!intermission_running)
236                 if(autocvar_g_chat_nospectators == 1 || (!(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
237                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_CHAT_NOSPECTATORS);
238
239                 if(self.just_joined == false) {
240                         LogTeamchange(self.playerid, -1, 4);
241                 } else
242                         self.just_joined = false;
243         }
244
245         PlayerScore_Clear(self); // clear scores when needed
246
247         accuracy_resend(self);
248
249         self.spectatortime = time;
250
251         self.classname = STR_OBSERVER;
252         self.iscreature = false;
253         self.teleportable = TELEPORT_SIMPLE;
254         self.damagedbycontents = false;
255         self.health = FRAGS_SPECTATOR;
256         self.takedamage = DAMAGE_NO;
257         self.solid = SOLID_NOT;
258         self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
259         self.flags = FL_CLIENT | FL_NOTARGET;
260         self.armorvalue = 666;
261         self.effects = 0;
262         self.armorvalue = autocvar_g_balance_armor_start;
263         self.pauserotarmor_finished = 0;
264         self.pauserothealth_finished = 0;
265         self.pauseregen_finished = 0;
266         self.damageforcescale = 0;
267         self.death_time = 0;
268         self.respawn_flags = 0;
269         self.respawn_time = 0;
270         self.stat_respawn_time = 0;
271         self.alpha = 0;
272         self.scale = 0;
273         self.fade_time = 0;
274         self.pain_frame = 0;
275         self.pain_finished = 0;
276         self.strength_finished = 0;
277         self.invincible_finished = 0;
278         self.superweapons_finished = 0;
279         self.pushltime = 0;
280         self.istypefrag = 0;
281         self.think = func_null;
282         self.nextthink = 0;
283         self.hook_time = 0;
284         self.deadflag = DEAD_NO;
285         self.angles = spot.angles;
286         self.angles_z = 0;
287         self.fixangle = true;
288         self.crouch = false;
289         self.revival_time = 0;
290
291         setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
292         self.prevorigin = self.origin;
293         self.items = 0;
294         self.weapons = '0 0 0';
295         self.model = "";
296         FixPlayermodel(self);
297         setmodel(self, MDL_Null);
298         self.drawonlytoclient = self;
299
300         setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
301         self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
302
303         self.weapon = 0;
304         self.weaponname = "";
305         self.switchingweapon = 0;
306         self.weaponmodel = "";
307         for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
308         {
309                 self.weaponentities[slot] = NULL;
310         }
311         self.exteriorweaponentity = world;
312         self.killcount = FRAGS_SPECTATOR;
313         self.velocity = '0 0 0';
314         self.avelocity = '0 0 0';
315         self.punchangle = '0 0 0';
316         self.punchvector = '0 0 0';
317         self.oldvelocity = self.velocity;
318         self.fire_endtime = -1;
319         self.event_damage = func_null;
320 }
321
322 .float model_randomizer;
323 void FixPlayermodel(entity player)
324 {
325         string defaultmodel = "";
326         int defaultskin = 0;
327         if(autocvar_sv_defaultcharacter)
328         {
329                 if(teamplay)
330                 {
331                         string s = Static_Team_ColorName_Lower(player.team);
332                         if (s != "neutral")
333                         {
334                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
335                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
336                         }
337                 }
338
339                 if(defaultmodel == "")
340                 {
341                         defaultmodel = autocvar_sv_defaultplayermodel;
342                         defaultskin = autocvar_sv_defaultplayerskin;
343                 }
344
345                 int n = tokenize_console(defaultmodel);
346                 if(n > 0)
347                 {
348                         defaultmodel = argv(floor(n * player.model_randomizer));
349                         // However, do NOT randomize if the player-selected model is in the list.
350                         for (int i = 0; i < n; ++i)
351                                 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
352                                         defaultmodel = argv(i);
353                 }
354
355                 int i = strstrofs(defaultmodel, ":", 0);
356                 if(i >= 0)
357                 {
358                         defaultskin = stof(substring(defaultmodel, i+1, -1));
359                         defaultmodel = substring(defaultmodel, 0, i);
360                 }
361         }
362         MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin);
363         defaultmodel = ret_string;
364         defaultskin = ret_int;
365
366         bool chmdl = false;
367         int oldskin;
368         if(defaultmodel != "")
369         {
370                 if (defaultmodel != player.model)
371                 {
372                         vector m1 = player.mins;
373                         vector m2 = player.maxs;
374                         setplayermodel (player, defaultmodel);
375                         setsize (player, m1, m2);
376                         chmdl = true;
377                 }
378
379                 oldskin = player.skin;
380                 player.skin = defaultskin;
381         } else {
382                 if (player.playermodel != player.model || player.playermodel == "")
383                 {
384                         player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
385                         vector m1 = player.mins;
386                         vector m2 = player.maxs;
387                         setplayermodel (player, player.playermodel);
388                         setsize (player, m1, m2);
389                         chmdl = true;
390                 }
391
392                 oldskin = player.skin;
393                 player.skin = stof(player.playerskin);
394         }
395
396         if(chmdl || oldskin != player.skin) // model or skin has changed
397         {
398                 player.species = player_getspecies(); // update species
399                 UpdatePlayerSounds(); // update skin sounds
400         }
401
402         if(!teamplay)
403                 if(strlen(autocvar_sv_defaultplayercolors))
404                         if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
405                                 setcolor(player, stof(autocvar_sv_defaultplayercolors));
406 }
407
408
409 /** Called when a client spawns in the server */
410 void PutClientInServer()
411 {
412         SELFPARAM();
413         if (IS_BOT_CLIENT(this)) {
414                 this.classname = STR_PLAYER;
415         } else if (IS_REAL_CLIENT(this)) {
416                 msg_entity = this;
417                 WriteByte(MSG_ONE, SVC_SETVIEW);
418                 WriteEntity(MSG_ONE, this);
419         }
420         if (gameover) {
421                 this.classname = STR_OBSERVER;
422         }
423
424         SetSpectatee(this, NULL);
425
426         // reset player keys
427         this.itemkeys = 0;
428
429         MUTATOR_CALLHOOK(PutClientInServer, this);
430
431         if (IS_OBSERVER(this)) {
432                 PutObserverInServer();
433         } else if (IS_PLAYER(this)) {
434                 accuracy_resend(this);
435
436                 if (this.team < 0)
437                         JoinBestTeam(this, false, true);
438
439                 entity spot = SelectSpawnPoint(false);
440                 if (!spot) {
441                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
442                         return; // spawn failed
443                 }
444
445                 this.classname = STR_PLAYER;
446                 this.wasplayer = true;
447                 this.iscreature = true;
448                 this.teleportable = TELEPORT_NORMAL;
449                 this.damagedbycontents = true;
450                 this.movetype = MOVETYPE_WALK;
451                 this.solid = SOLID_SLIDEBOX;
452                 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
453                 if (autocvar_g_playerclip_collisions)
454                         this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
455                 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
456                         this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
457                 this.frags = FRAGS_PLAYER;
458                 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
459                 this.flags = FL_CLIENT | FL_PICKUPITEMS;
460                 if (autocvar__notarget)
461                         this.flags |= FL_NOTARGET;
462                 this.takedamage = DAMAGE_AIM;
463                 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
464                 this.dmg = 2; // WTF
465
466                 if (warmup_stage) {
467                         this.ammo_shells = warmup_start_ammo_shells;
468                         this.ammo_nails = warmup_start_ammo_nails;
469                         this.ammo_rockets = warmup_start_ammo_rockets;
470                         this.ammo_cells = warmup_start_ammo_cells;
471                         this.ammo_plasma = warmup_start_ammo_plasma;
472                         this.ammo_fuel = warmup_start_ammo_fuel;
473                         this.health = warmup_start_health;
474                         this.armorvalue = warmup_start_armorvalue;
475                         this.weapons = WARMUP_START_WEAPONS;
476                 } else {
477                         this.ammo_shells = start_ammo_shells;
478                         this.ammo_nails = start_ammo_nails;
479                         this.ammo_rockets = start_ammo_rockets;
480                         this.ammo_cells = start_ammo_cells;
481                         this.ammo_plasma = start_ammo_plasma;
482                         this.ammo_fuel = start_ammo_fuel;
483                         this.health = start_health;
484                         this.armorvalue = start_armorvalue;
485                         this.weapons = start_weapons;
486                 }
487
488                 this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
489
490                 this.items = start_items;
491
492                 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
493                 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
494                 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
495                 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
496                 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
497                 // extend the pause of rotting if client was reset at the beginning of the countdown
498                 if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
499                         float f = game_starttime - time;
500                         this.spawnshieldtime += f;
501                         this.pauserotarmor_finished += f;
502                         this.pauserothealth_finished += f;
503                         this.pauseregen_finished += f;
504                 }
505                 this.damageforcescale = 2;
506                 this.death_time = 0;
507                 this.respawn_flags = 0;
508                 this.respawn_time = 0;
509                 this.stat_respawn_time = 0;
510                 this.scale = autocvar_sv_player_scale;
511                 this.fade_time = 0;
512                 this.pain_frame = 0;
513                 this.pain_finished = 0;
514                 this.pushltime = 0;
515                 this.think = func_null; // players have no think function
516                 this.nextthink = 0;
517                 this.dmg_team = 0;
518                 this.ballistics_density = autocvar_g_ballistics_density_player;
519
520                 this.deadflag = DEAD_NO;
521
522                 this.angles = spot.angles;
523                 this.angles_z = 0; // never spawn tilted even if the spot says to
524                 if (IS_BOT_CLIENT(this))
525                         this.v_angle = this.angles;
526                 this.fixangle = true; // turn this way immediately
527                 this.oldvelocity = this.velocity = '0 0 0';
528                 this.avelocity = '0 0 0';
529                 this.punchangle = '0 0 0';
530                 this.punchvector = '0 0 0';
531
532                 this.strength_finished = 0;
533                 this.invincible_finished = 0;
534                 this.fire_endtime = -1;
535                 this.revival_time = 0;
536                 this.air_finished = time + 12;
537
538                 entity spawnevent = spawn();
539                 spawnevent.owner = this;
540                 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
541
542                 // Cut off any still running player sounds.
543                 stopsound(this, CH_PLAYER_SINGLE);
544
545                 this.model = "";
546                 FixPlayermodel(this);
547                 this.drawonlytoclient = NULL;
548
549                 this.crouch = false;
550                 this.view_ofs = PL_VIEW_OFS;
551                 setsize(this, PL_MIN, PL_MAX);
552                 this.spawnorigin = spot.origin;
553                 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
554                 // don't reset back to last position, even if new position is stuck in solid
555                 this.oldorigin = this.origin;
556                 this.prevorigin = this.origin;
557                 this.lastteleporttime = time; // prevent insane speeds due to changing origin
558         this.hud = HUD_NORMAL;
559
560                 this.event_damage = PlayerDamage;
561
562                 this.bot_attack = true;
563                 this.monster_attack = true;
564
565                 this.spider_slowness = 0;
566
567                 this.BUTTON_ATCK = this.BUTTON_JUMP = this.BUTTON_ATCK2 = false;
568
569                 if (this.killcount == FRAGS_SPECTATOR) {
570                         PlayerScore_Clear(this);
571                         this.killcount = 0;
572                 }
573
574                 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
575                 {
576                         CL_SpawnWeaponentity(this, weaponentities[slot]);
577                 }
578                 this.alpha = default_player_alpha;
579                 this.colormod = '1 1 1' * autocvar_g_player_brightness;
580                 this.exteriorweaponentity.alpha = default_weapon_alpha;
581
582                 this.speedrunning = false;
583
584                 target_voicescript_clear(this);
585
586                 // reset fields the weapons may use
587                 FOREACH(Weapons, true, LAMBDA(
588                         it.wr_resetplayer(it);
589                         // reload all reloadable weapons
590                         if (it.spawnflags & WEP_FLAG_RELOADABLE) {
591                                 this.weapon_load[it.m_id] = it.reloading_ammo;
592                         }
593                 ));
594
595                 {
596                         string s = spot.target;
597                         spot.target = string_null;
598                         WITH(entity, activator, this, LAMBDA(
599                                 WITH(entity, self, spot, SUB_UseTargets())
600                         ));
601                         spot.target = s;
602                 }
603
604                 Unfreeze(this);
605
606                 MUTATOR_CALLHOOK(PlayerSpawn, spot);
607
608                 if (autocvar_spawn_debug)
609                 {
610                         sprint(this, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
611                         remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
612                 }
613
614                 this.switchweapon = w_getbestweapon(this);
615                 this.cnt = -1; // W_LastWeapon will not complain
616                 this.weapon = 0;
617                 this.weaponname = "";
618                 this.switchingweapon = 0;
619
620                 if (!warmup_stage && !this.alivetime)
621                         this.alivetime = time;
622
623                 antilag_clear(this);
624         }
625 }
626
627 .float ebouncefactor, ebouncestop; // electro's values
628 // TODO do we need all these fields, or should we stop autodetecting runtime
629 // changes and just have a console command to update this?
630 bool ClientInit_SendEntity(entity this, entity to, int sf)
631 {
632         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
633         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
634         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
635         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
636         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
637         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
638         WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[0]));
639         WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[1]));
640         WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[2]));
641         WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[3]));
642
643         if(sv_foginterval && world.fog != "")
644                 WriteString(MSG_ENTITY, world.fog);
645         else
646                 WriteString(MSG_ENTITY, "");
647         WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
648         WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_mortar_bouncefactor // WEAPONTODO
649         WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_mortar_bouncestop
650         WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_mortar_bouncefactor
651         WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_mortar_bouncestop
652         WriteByte(MSG_ENTITY, WEP_CVAR(vortex, secondary)); // client has to know if it should zoom or not // WEAPONTODO
653         WriteByte(MSG_ENTITY, WEP_CVAR(rifle, secondary)); // client has to know if it should zoom or not // WEAPONTODO
654         WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
655         WriteByte(MSG_ENTITY, WEP_CVAR(minelayer, limit)); // minelayer max mines // WEAPONTODO
656         WriteByte(MSG_ENTITY, WEP_CVAR_SEC(hagar, load_max)); // hagar max loadable rockets // WEAPONTODO
657         WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
658         WriteByte(MSG_ENTITY, WEP_CVAR(porto, secondary)); // WEAPONTODO
659
660         MUTATOR_CALLHOOK(Ent_Init);
661         return true;
662 }
663
664 void ClientInit_CheckUpdate()
665 {SELFPARAM();
666         self.nextthink = time;
667         if(self.count != autocvar_g_balance_armor_blockpercent)
668         {
669                 self.count = autocvar_g_balance_armor_blockpercent;
670                 self.SendFlags |= 1;
671         }
672         if(self.bouncefactor != autocvar_g_balance_mortar_bouncefactor) // WEAPONTODO
673         {
674                 self.bouncefactor = autocvar_g_balance_mortar_bouncefactor;
675                 self.SendFlags |= 1;
676         }
677         if(self.bouncestop != autocvar_g_balance_mortar_bouncestop)
678         {
679                 self.bouncestop = autocvar_g_balance_mortar_bouncestop;
680                 self.SendFlags |= 1;
681         }
682         if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
683         {
684                 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
685                 self.SendFlags |= 1;
686         }
687         if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
688         {
689                 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
690                 self.SendFlags |= 1;
691         }
692 }
693
694 void ClientInit_Spawn()
695 {SELFPARAM();
696         entity e = spawn();
697         e.classname = "clientinit";
698         e.think = ClientInit_CheckUpdate;
699         Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
700
701         WITH(entity, self, e, ClientInit_CheckUpdate());
702 }
703
704 /*
705 =============
706 SetNewParms
707 =============
708 */
709 void SetNewParms (void)
710 {
711         // initialize parms for a new player
712         parm1 = -(86400 * 366);
713
714         MUTATOR_CALLHOOK(SetNewParms);
715 }
716
717 /*
718 =============
719 SetChangeParms
720 =============
721 */
722 void SetChangeParms (void)
723 {SELFPARAM();
724         // save parms for level change
725         parm1 = self.parm_idlesince - time;
726
727         MUTATOR_CALLHOOK(SetChangeParms);
728 }
729
730 /*
731 =============
732 DecodeLevelParms
733 =============
734 */
735 void DecodeLevelParms (void)
736 {SELFPARAM();
737         // load parms
738         self.parm_idlesince = parm1;
739         if(self.parm_idlesince == -(86400 * 366))
740                 self.parm_idlesince = time;
741
742         // whatever happens, allow 60 seconds of idling directly after connect for map loading
743         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
744
745         MUTATOR_CALLHOOK(DecodeLevelParms);
746 }
747
748 /*
749 =============
750 ClientKill
751
752 Called when a client types 'kill' in the console
753 =============
754 */
755
756 .float clientkill_nexttime;
757 void ClientKill_Now_TeamChange()
758 {SELFPARAM();
759         if(self.killindicator_teamchange == -1)
760         {
761                 JoinBestTeam( self, false, true );
762         }
763         else if(self.killindicator_teamchange == -2)
764         {
765                 if(blockSpectators)
766                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
767                 PutObserverInServer();
768         }
769         else
770                 SV_ChangeTeam(self.killindicator_teamchange - 1);
771         self.killindicator_teamchange = 0;
772 }
773
774 void ClientKill_Now()
775 {SELFPARAM();
776         if(self.vehicle)
777         {
778             vehicles_exit(VHEF_RELEASE);
779             if(!self.killindicator_teamchange)
780             {
781             self.vehicle_health = -1;
782             Damage(self, self, self, 1 , DEATH_KILL.m_id, self.origin, '0 0 0');
783             }
784         }
785
786         if(self.killindicator && !wasfreed(self.killindicator))
787                 remove(self.killindicator);
788
789         self.killindicator = world;
790
791         if(self.killindicator_teamchange)
792                 ClientKill_Now_TeamChange();
793
794         if(IS_PLAYER(self))
795                 Damage(self, self, self, 100000, DEATH_KILL.m_id, self.origin, '0 0 0');
796
797         // now I am sure the player IS dead
798 }
799 void KillIndicator_Think()
800 {SELFPARAM();
801         if (gameover)
802         {
803                 self.owner.killindicator = world;
804                 remove(self);
805                 return;
806         }
807
808         if (self.owner.alpha < 0 && !self.owner.vehicle)
809         {
810                 self.owner.killindicator = world;
811                 remove(self);
812                 return;
813         }
814
815         if(self.cnt <= 0)
816         {
817                 WITH(entity, self, self.owner, ClientKill_Now());
818                 return;
819         }
820     else if(g_cts && self.health == 1) // health == 1 means that it's silent
821     {
822         self.nextthink = time + 1;
823         self.cnt -= 1;
824     }
825         else
826         {
827                 if(self.cnt <= 10)
828                         setmodel(self, MDL_NUM(self.cnt));
829                 if(IS_REAL_CLIENT(self.owner))
830                 {
831                         if(self.cnt <= 10)
832                                 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
833                 }
834                 self.nextthink = time + 1;
835                 self.cnt -= 1;
836         }
837 }
838
839 float clientkilltime;
840 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
841 {SELFPARAM();
842         float killtime;
843         float starttime;
844         entity e;
845
846         if (gameover)
847                 return;
848
849         killtime = autocvar_g_balance_kill_delay;
850
851         if(g_race_qualifying || g_cts)
852                 killtime = 0;
853
854     if(MUTATOR_CALLHOOK(ClientKill, self, killtime))
855         return;
856
857         self.killindicator_teamchange = targetteam;
858
859     if(!self.killindicator)
860         {
861                 if(self.deadflag == DEAD_NO)
862                 {
863                         killtime = max(killtime, self.clientkill_nexttime - time);
864                         self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
865                 }
866
867                 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
868                 {
869                         ClientKill_Now();
870                 }
871                 else
872                 {
873                         starttime = max(time, clientkilltime);
874
875                         self.killindicator = spawn();
876                         self.killindicator.owner = self;
877                         self.killindicator.scale = 0.5;
878                         setattachment(self.killindicator, self, "");
879                         setorigin(self.killindicator, '0 0 52');
880                         self.killindicator.think = KillIndicator_Think;
881                         self.killindicator.nextthink = starttime + (self.lip) * 0.05;
882                         clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
883                         self.killindicator.cnt = ceil(killtime);
884                         self.killindicator.count = bound(0, ceil(killtime), 10);
885                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
886
887                         for(e = world; (e = find(e, classname, "body")) != world; )
888                         {
889                                 if(e.enemy != self)
890                                         continue;
891                                 e.killindicator = spawn();
892                                 e.killindicator.owner = e;
893                                 e.killindicator.scale = 0.5;
894                                 setattachment(e.killindicator, e, "");
895                                 setorigin(e.killindicator, '0 0 52');
896                                 e.killindicator.think = KillIndicator_Think;
897                                 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
898                                 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
899                                 e.killindicator.cnt = ceil(killtime);
900                         }
901                         self.lip = 0;
902                 }
903         }
904         if(self.killindicator)
905         {
906                 if(targetteam == 0) // just die
907                 {
908                         self.killindicator.colormod = '0 0 0';
909                         if(IS_REAL_CLIENT(self))
910                         if(self.killindicator.cnt > 0)
911                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
912                 }
913                 else if(targetteam == -1) // auto
914                 {
915                         self.killindicator.colormod = '0 1 0';
916                         if(IS_REAL_CLIENT(self))
917                         if(self.killindicator.cnt > 0)
918                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
919                 }
920                 else if(targetteam == -2) // spectate
921                 {
922                         self.killindicator.colormod = '0.5 0.5 0.5';
923                         if(IS_REAL_CLIENT(self))
924                         if(self.killindicator.cnt > 0)
925                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
926                 }
927                 else
928                 {
929                         self.killindicator.colormod = Team_ColorRGB(targetteam);
930                         if(IS_REAL_CLIENT(self))
931                         if(self.killindicator.cnt > 0)
932                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
933                 }
934         }
935
936 }
937
938 void ClientKill (void)
939 {SELFPARAM();
940         if(gameover) return;
941         if(self.player_blocked) return;
942         if(self.frozen) return;
943
944         ClientKill_TeamChange(0);
945 }
946
947 void FixClientCvars(entity e)
948 {
949         // send prediction settings to the client
950         stuffcmd(e, "\nin_bindmap 0 0\n");
951         if(autocvar_g_antilag == 3) // client side hitscan
952                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
953         if(autocvar_sv_gentle)
954                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
955 }
956
957 float PlayerInIDList(entity p, string idlist)
958 {
959         float n, i;
960         string s;
961
962         // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
963         if (!p.crypto_idfp)
964                 return 0;
965
966         // this function allows abbreviated player IDs too!
967         n = tokenize_console(idlist);
968         for(i = 0; i < n; ++i)
969         {
970                 s = argv(i);
971                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
972                         return 1;
973         }
974
975         return 0;
976 }
977
978 #ifdef DP_EXT_PRECONNECT
979 /*
980 =============
981 ClientPreConnect
982
983 Called once (not at each match start) when a client begins a connection to the server
984 =============
985 */
986 void ClientPreConnect (void)
987 {SELFPARAM();
988         if(autocvar_sv_eventlog)
989         {
990                 GameLogEcho(sprintf(":connect:%d:%d:%s",
991                         self.playerid,
992                         num_for_edict(self),
993                         ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot")
994                 ));
995         }
996 }
997 #endif
998
999 /*
1000 =============
1001 ClientConnect
1002
1003 Called when a client connects to the server
1004 =============
1005 */
1006 void DecodeLevelParms (void);
1007 void ClientConnect (void)
1008 {SELFPARAM();
1009         float t;
1010
1011         if(IS_CLIENT(self))
1012         {
1013                 LOG_INFO("Warning: ClientConnect, but already connected!\n");
1014                 return;
1015         }
1016
1017         if(Ban_MaybeEnforceBanOnce(self))
1018                 return;
1019
1020         DecodeLevelParms();
1021
1022 #ifdef WATERMARK
1023         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1024 #endif
1025
1026         self.classname = "player_joining";
1027
1028         self.flags = FL_CLIENT;
1029         self.version_nagtime = time + 10 + random() * 10;
1030
1031         if(player_count<0)
1032         {
1033                 LOG_TRACE("BUG player count is lower than zero, this cannot happen!\n");
1034                 player_count = 0;
1035         }
1036
1037         if(IS_REAL_CLIENT(self)) { PlayerStats_PlayerBasic_CheckUpdate(self); }
1038
1039         PlayerScore_Attach(self);
1040         ClientData_Attach();
1041         accuracy_init(self);
1042         Inventory_new(self);
1043
1044         bot_clientconnect();
1045
1046         playerdemo_init();
1047
1048         anticheat_init();
1049
1050         // identify the right forced team
1051         if(autocvar_g_campaign)
1052         {
1053                 if(IS_REAL_CLIENT(self)) // only players, not bots
1054                 {
1055                         switch(autocvar_g_campaign_forceteam)
1056                         {
1057                                 case 1: self.team_forced = NUM_TEAM_1; break;
1058                                 case 2: self.team_forced = NUM_TEAM_2; break;
1059                                 case 3: self.team_forced = NUM_TEAM_3; break;
1060                                 case 4: self.team_forced = NUM_TEAM_4; break;
1061                                 default: self.team_forced = 0;
1062                         }
1063                 }
1064         }
1065         else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1066                 self.team_forced = NUM_TEAM_1;
1067         else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1068                 self.team_forced = NUM_TEAM_2;
1069         else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1070                 self.team_forced = NUM_TEAM_3;
1071         else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1072                 self.team_forced = NUM_TEAM_4;
1073         else if(autocvar_g_forced_team_otherwise == "red")
1074                 self.team_forced = NUM_TEAM_1;
1075         else if(autocvar_g_forced_team_otherwise == "blue")
1076                 self.team_forced = NUM_TEAM_2;
1077         else if(autocvar_g_forced_team_otherwise == "yellow")
1078                 self.team_forced = NUM_TEAM_3;
1079         else if(autocvar_g_forced_team_otherwise == "pink")
1080                 self.team_forced = NUM_TEAM_4;
1081         else if(autocvar_g_forced_team_otherwise == "spectate")
1082                 self.team_forced = -1;
1083         else if(autocvar_g_forced_team_otherwise == "spectator")
1084                 self.team_forced = -1;
1085         else
1086                 self.team_forced = 0;
1087
1088         if(!teamplay)
1089                 if(self.team_forced > 0)
1090                         self.team_forced = 0;
1091
1092         JoinBestTeam(self, false, false); // if the team number is valid, keep it
1093
1094         if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
1095                 self.classname = STR_OBSERVER;
1096         } else {
1097                 if(teamplay)
1098                 {
1099                         if(autocvar_g_balance_teams)
1100                         {
1101                                 self.classname = STR_PLAYER;
1102                                 campaign_bots_may_start = 1;
1103                         }
1104                         else
1105                         {
1106                                 self.classname = STR_OBSERVER; // do it anyway
1107                         }
1108                 }
1109                 else
1110                 {
1111                         self.classname = STR_PLAYER;
1112                         campaign_bots_may_start = 1;
1113                 }
1114         }
1115
1116         self.playerid = (playerid_last = playerid_last + 1);
1117
1118         PlayerStats_GameReport_AddEvent(sprintf("kills-%d", self.playerid));
1119
1120     if(IS_BOT_CLIENT(self))
1121         PlayerStats_GameReport_AddPlayer(self);
1122
1123         if(autocvar_sv_eventlog)
1124                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
1125
1126         LogTeamchange(self.playerid, self.team, 1);
1127
1128         self.just_joined = true;  // stop spamming the eventlog with additional lines when the client connects
1129
1130         self.netname_previous = strzone(self.netname);
1131
1132         if(IS_PLAYER(self) && teamplay)
1133                 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1134         else
1135                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1136
1137         stuffcmd(self, strcat(clientstuff, "\n"));
1138         stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1139
1140         FixClientCvars(self);
1141
1142         // spawnfunc_waypoint sprites
1143         WaypointSprite_InitClient(self);
1144
1145         // Wazat's grappling hook
1146         SetGrappleHookBindings();
1147
1148         // Jetpack binds
1149         stuffcmd(self, "alias +jetpack +button10\n");
1150         stuffcmd(self, "alias -jetpack -button10\n");
1151
1152         // get version info from player
1153         stuffcmd(self, "cmd clientversion $gameversion\n");
1154
1155         // get other cvars from player
1156         GetCvars(0);
1157
1158         // notify about available teams
1159         if(teamplay)
1160         {
1161                 CheckAllowedTeams(self);
1162                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1163                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1164         }
1165         else
1166                 stuffcmd(self, "set _teams_available 0\n");
1167
1168         attach_entcs(self);
1169
1170         bot_relinkplayerlist();
1171
1172         self.spectatortime = time;
1173         if(blockSpectators)
1174         {
1175                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1176         }
1177
1178         self.jointime = time;
1179         self.allowed_timeouts = autocvar_sv_timeout_number;
1180
1181         if(IS_REAL_CLIENT(self))
1182         {
1183                 if(!autocvar_g_campaign)
1184                 {
1185                         self.motd_actived_time = -1;
1186                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1187                 }
1188
1189                 if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET(TUBA)))
1190                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1191         }
1192
1193         if(!sv_foginterval && world.fog != "")
1194                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1195
1196         W_HitPlotOpen(self);
1197
1198         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
1199                 send_CSQC_teamnagger();
1200
1201         CheatInitClient();
1202
1203         CSQCMODEL_AUTOINIT(self);
1204
1205         self.model_randomizer = random();
1206
1207         if(IS_REAL_CLIENT(self))
1208                 sv_notice_join();
1209
1210         for (entity e = world; (e = findfloat(e, init_for_player_needed, 1)); ) {
1211                 WITH(entity, self, e, e.init_for_player(this));
1212         }
1213
1214         MUTATOR_CALLHOOK(ClientConnect, self);
1215 }
1216 /*
1217 =============
1218 ClientDisconnect
1219
1220 Called when a client disconnects from the server
1221 =============
1222 */
1223 .entity chatbubbleentity;
1224 void ReadyCount();
1225 void ClientDisconnect (void)
1226 {SELFPARAM();
1227         if(self.vehicle)
1228             vehicles_exit(VHEF_RELEASE);
1229
1230         if (!IS_CLIENT(self))
1231         {
1232                 LOG_INFO("Warning: ClientDisconnect without ClientConnect\n");
1233                 return;
1234         }
1235
1236         PlayerStats_GameReport_FinalizePlayer(self);
1237
1238         if ( self.active_minigame )
1239                 part_minigame(self);
1240
1241         if(IS_PLAYER(self)) { Send_Effect(EFFECT_SPAWN_NEUTRAL, self.origin, '0 0 0', 1); }
1242
1243         CheatShutdownClient();
1244
1245         W_HitPlotClose(self);
1246
1247         anticheat_report();
1248         anticheat_shutdown();
1249
1250         playerdemo_shutdown();
1251
1252         bot_clientdisconnect();
1253
1254         detach_entcs(self);
1255
1256         if(autocvar_sv_eventlog)
1257                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1258
1259         Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1260
1261         MUTATOR_CALLHOOK(ClientDisconnect);
1262
1263         Portal_ClearAll(self);
1264
1265         Unfreeze(self);
1266
1267         RemoveGrapplingHook(self);
1268
1269         // Here, everything has been done that requires this player to be a client.
1270
1271         self.flags &= ~FL_CLIENT;
1272
1273         if (self.chatbubbleentity)
1274                 remove (self.chatbubbleentity);
1275
1276         if (self.killindicator)
1277                 remove (self.killindicator);
1278
1279         WaypointSprite_PlayerGone();
1280
1281         bot_relinkplayerlist();
1282
1283         accuracy_free(self);
1284         Inventory_delete(self);
1285         ClientData_Detach();
1286         PlayerScore_Detach(self);
1287
1288         if(self.netname_previous)
1289                 strunzone(self.netname_previous);
1290         if(self.clientstatus)
1291                 strunzone(self.clientstatus);
1292         if(self.weaponorder_byimpulse)
1293                 strunzone(self.weaponorder_byimpulse);
1294
1295         ClearPlayerSounds();
1296
1297         if(self.personal)
1298                 remove(self.personal);
1299
1300         self.playerid = 0;
1301         ReadyCount();
1302
1303         // free cvars
1304         GetCvars(-1);
1305 }
1306
1307 .float BUTTON_CHAT;
1308 void ChatBubbleThink()
1309 {SELFPARAM();
1310         self.nextthink = time;
1311         if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1312         {
1313                 if(self.owner) // but why can that ever be world?
1314                         self.owner.chatbubbleentity = world;
1315                 remove(self);
1316                 return;
1317         }
1318
1319         self.mdl = "";
1320
1321         if ( !self.owner.deadflag && IS_PLAYER(self.owner) )
1322         {
1323                 if ( self.owner.active_minigame )
1324                         self.mdl = "models/sprites/minigame_busy.iqm";
1325                 else if ( self.owner.BUTTON_CHAT )
1326                         self.mdl = "models/misc/chatbubble.spr";
1327         }
1328
1329         if ( self.model != self.mdl )
1330                 _setmodel(self, self.mdl);
1331
1332 }
1333
1334 void UpdateChatBubble()
1335 {SELFPARAM();
1336         if (self.alpha < 0)
1337                 return;
1338         // spawn a chatbubble entity if needed
1339         if (!self.chatbubbleentity)
1340         {
1341                 self.chatbubbleentity = spawn();
1342                 self.chatbubbleentity.owner = self;
1343                 self.chatbubbleentity.exteriormodeltoclient = self;
1344                 self.chatbubbleentity.think = ChatBubbleThink;
1345                 self.chatbubbleentity.nextthink = time;
1346                 setmodel(self.chatbubbleentity, MDL_CHAT); // precision set below
1347                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1348                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1349                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1350                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1351                 //self.chatbubbleentity.model = "";
1352                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1353         }
1354 }
1355
1356
1357 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1358 // added to the model skins
1359 /*void UpdateColorModHack()
1360 {
1361         float c;
1362         c = self.clientcolors & 15;
1363         // LordHavoc: only bothering to support white, green, red, yellow, blue
1364              if (!teamplay) self.colormod = '0 0 0';
1365         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1366         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1367         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1368         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1369         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1370         else self.colormod = '1 1 1';
1371 }*/
1372
1373 void respawn(void)
1374 {SELFPARAM();
1375         if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1376         {
1377                 self.solid = SOLID_NOT;
1378                 self.takedamage = DAMAGE_NO;
1379                 self.movetype = MOVETYPE_FLY;
1380                 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1381                 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1382                 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1383                 Send_Effect(EFFECT_RESPAWN_GHOST, self.origin, '0 0 0', 1);
1384                 if(autocvar_g_respawn_ghosts_maxtime)
1385                         SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1386         }
1387
1388         CopyBody(1);
1389
1390         self.effects |= EF_NODRAW; // prevent another CopyBody
1391         PutClientInServer();
1392 }
1393
1394 void play_countdown(float finished, string samp)
1395 {SELFPARAM();
1396         if(IS_REAL_CLIENT(self))
1397                 if(floor(finished - time - frametime) != floor(finished - time))
1398                         if(finished - time < 6)
1399                                 _sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1400 }
1401
1402 void player_powerups (void)
1403 {SELFPARAM();
1404         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1405         int items_prev = self.items;
1406
1407         if((self.items & IT_USING_JETPACK) && !self.deadflag && !gameover)
1408                 self.modelflags |= MF_ROCKET;
1409         else
1410                 self.modelflags &= ~MF_ROCKET;
1411
1412         self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1413
1414         if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1415                 return;
1416
1417         Fire_ApplyDamage(self);
1418         Fire_ApplyEffect(self);
1419
1420         if (!g_instagib)
1421         {
1422                 if (self.items & ITEM_Strength.m_itemid)
1423                 {
1424                         play_countdown(self.strength_finished, SND(POWEROFF));
1425                         self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1426                         if (time > self.strength_finished)
1427                         {
1428                                 self.items = self.items - (self.items & ITEM_Strength.m_itemid);
1429                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1430                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1431                         }
1432                 }
1433                 else
1434                 {
1435                         if (time < self.strength_finished)
1436                         {
1437                                 self.items = self.items | ITEM_Strength.m_itemid;
1438                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1439                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1440                         }
1441                 }
1442                 if (self.items & ITEM_Shield.m_itemid)
1443                 {
1444                         play_countdown(self.invincible_finished, SND(POWEROFF));
1445                         self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1446                         if (time > self.invincible_finished)
1447                         {
1448                                 self.items = self.items - (self.items & ITEM_Shield.m_itemid);
1449                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1450                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1451                         }
1452                 }
1453                 else
1454                 {
1455                         if (time < self.invincible_finished)
1456                         {
1457                                 self.items = self.items | ITEM_Shield.m_itemid;
1458                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1459                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1460                         }
1461                 }
1462                 if (self.items & IT_SUPERWEAPON)
1463                 {
1464                         if (!(self.weapons & WEPSET_SUPERWEAPONS))
1465                         {
1466                                 self.superweapons_finished = 0;
1467                                 self.items = self.items - (self.items & IT_SUPERWEAPON);
1468                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1469                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1470                         }
1471                         else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1472                         {
1473                                 // don't let them run out
1474                         }
1475                         else
1476                         {
1477                                 play_countdown(self.superweapons_finished, SND(POWEROFF));
1478                                 if (time > self.superweapons_finished)
1479                                 {
1480                                         self.items = self.items - (self.items & IT_SUPERWEAPON);
1481                                         self.weapons &= ~WEPSET_SUPERWEAPONS;
1482                                         //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1483                                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1484                                 }
1485                         }
1486                 }
1487                 else if(self.weapons & WEPSET_SUPERWEAPONS)
1488                 {
1489                         if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1490                         {
1491                                 self.items = self.items | IT_SUPERWEAPON;
1492                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1493                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1494                         }
1495                         else
1496                         {
1497                                 self.superweapons_finished = 0;
1498                                 self.weapons &= ~WEPSET_SUPERWEAPONS;
1499                         }
1500                 }
1501                 else
1502                 {
1503                         self.superweapons_finished = 0;
1504                 }
1505         }
1506
1507         if(autocvar_g_nodepthtestplayers)
1508                 self.effects = self.effects | EF_NODEPTHTEST;
1509
1510         if(autocvar_g_fullbrightplayers)
1511                 self.effects = self.effects | EF_FULLBRIGHT;
1512
1513         if (time >= game_starttime)
1514         if (time < self.spawnshieldtime)
1515                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1516
1517         MUTATOR_CALLHOOK(PlayerPowerups, self, items_prev);
1518 }
1519
1520 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1521 {
1522         if(current > stable)
1523                 return current;
1524         else if(current > stable - 0.25) // when close enough, "snap"
1525                 return stable;
1526         else
1527                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1528 }
1529
1530 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1531 {
1532         if(current < stable)
1533                 return current;
1534         else if(current < stable + 0.25) // when close enough, "snap"
1535                 return stable;
1536         else
1537                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1538 }
1539
1540 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1541 {
1542         if(current > rotstable)
1543         {
1544                 if(rotframetime > 0)
1545                 {
1546                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1547                         current = max(rotstable, current - rotlinear * rotframetime);
1548                 }
1549         }
1550         else if(current < regenstable)
1551         {
1552                 if(regenframetime > 0)
1553                 {
1554                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1555                         current = min(regenstable, current + regenlinear * regenframetime);
1556                 }
1557         }
1558
1559         if(current > limit)
1560                 current = limit;
1561
1562         return current;
1563 }
1564
1565 void player_regen (void)
1566 {SELFPARAM();
1567         float max_mod, regen_mod, rot_mod, limit_mod;
1568         max_mod = regen_mod = rot_mod = limit_mod = 1;
1569         regen_mod_max = max_mod;
1570         regen_mod_regen = regen_mod;
1571         regen_mod_rot = rot_mod;
1572         regen_mod_limit = limit_mod;
1573
1574         regen_health = autocvar_g_balance_health_regen;
1575         regen_health_linear = autocvar_g_balance_health_regenlinear;
1576         regen_health_rot = autocvar_g_balance_health_rot;
1577         regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1578         regen_health_stable = autocvar_g_balance_health_regenstable;
1579         regen_health_rotstable = autocvar_g_balance_health_rotstable;
1580         if(!MUTATOR_CALLHOOK(PlayerRegen))
1581         if(!self.frozen)
1582         {
1583                 float mina, maxa, limith, limita;
1584                 maxa = autocvar_g_balance_armor_rotstable;
1585                 mina = autocvar_g_balance_armor_regenstable;
1586                 limith = autocvar_g_balance_health_limit;
1587                 limita = autocvar_g_balance_armor_limit;
1588
1589                 max_mod = regen_mod_max;
1590                 regen_mod = regen_mod_regen;
1591                 rot_mod = regen_mod_rot;
1592                 limit_mod = regen_mod_limit;
1593
1594                 regen_health_rotstable = regen_health_rotstable * max_mod;
1595                 regen_health_stable = regen_health_stable * max_mod;
1596                 limith = limith * limit_mod;
1597                 limita = limita * limit_mod;
1598
1599                 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);
1600                 self.health = CalcRotRegen(self.health, regen_health_stable, regen_health, regen_health_linear, regen_mod * frametime * (time > self.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear, rot_mod * frametime * (time > self.pauserothealth_finished), limith);
1601         }
1602
1603         // if player rotted to death...  die!
1604         // check this outside above checks, as player may still be able to rot to death
1605         if(self.health < 1)
1606         {
1607                 if(self.vehicle)
1608                         vehicles_exit(VHEF_RELEASE);
1609                 self.event_damage(self, self, 1, DEATH_ROT.m_id, self.origin, '0 0 0');
1610         }
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 & ITEM_JetpackRegen.m_itemid) != 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 {SELFPARAM();
1627         if(z != self.zoomstate)
1628         {
1629                 self.zoomstate = z;
1630                 ClientData_Touch(self);
1631         }
1632         zoomstate_set = 1;
1633 }
1634
1635 void GetPressedKeys()
1636 {SELFPARAM();
1637         MUTATOR_CALLHOOK(GetPressedKeys);
1638         #define X(var,bit,flag) (flag ? var |= bit : var &= ~bit)
1639         X(self.pressedkeys, KEY_FORWARD,        self.movement_x > 0);
1640         X(self.pressedkeys, KEY_BACKWARD,       self.movement_x < 0);
1641         X(self.pressedkeys, KEY_RIGHT,          self.movement_y > 0);
1642         X(self.pressedkeys, KEY_LEFT,           self.movement_y < 0);
1643
1644         X(self.pressedkeys, KEY_JUMP,           PHYS_INPUT_BUTTON_JUMP(self));
1645         X(self.pressedkeys, KEY_CROUCH,         PHYS_INPUT_BUTTON_CROUCH(self));
1646         X(self.pressedkeys, KEY_ATCK,           PHYS_INPUT_BUTTON_ATCK(self));
1647         X(self.pressedkeys, KEY_ATCK2,          PHYS_INPUT_BUTTON_ATCK2(self));
1648         #undef X
1649 }
1650
1651 /*
1652 ======================
1653 spectate mode routines
1654 ======================
1655 */
1656
1657 void SpectateCopy(entity spectatee)
1658 {SELFPARAM();
1659         MUTATOR_CALLHOOK(SpectateCopy, spectatee, self);
1660         self.armortype = spectatee.armortype;
1661         self.armorvalue = spectatee.armorvalue;
1662         self.ammo_cells = spectatee.ammo_cells;
1663         self.ammo_plasma = spectatee.ammo_plasma;
1664         self.ammo_shells = spectatee.ammo_shells;
1665         self.ammo_nails = spectatee.ammo_nails;
1666         self.ammo_rockets = spectatee.ammo_rockets;
1667         self.ammo_fuel = spectatee.ammo_fuel;
1668         self.clip_load = spectatee.clip_load;
1669         self.clip_size = spectatee.clip_size;
1670         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1671         self.health = spectatee.health;
1672         self.impulse = 0;
1673         self.items = spectatee.items;
1674         self.last_pickup = spectatee.last_pickup;
1675         self.hit_time = spectatee.hit_time;
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.weapon_nextthink = spectatee.weapon_nextthink;
1684         self.vortex_charge = spectatee.vortex_charge;
1685         self.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1686         self.hagar_load = spectatee.hagar_load;
1687         self.arc_heat_percent = spectatee.arc_heat_percent;
1688         self.minelayer_mines = spectatee.minelayer_mines;
1689         self.punchangle = spectatee.punchangle;
1690         self.view_ofs = spectatee.view_ofs;
1691         self.velocity = spectatee.velocity;
1692         self.dmg_take = spectatee.dmg_take;
1693         self.dmg_save = spectatee.dmg_save;
1694         self.dmg_inflictor = spectatee.dmg_inflictor;
1695         self.v_angle = spectatee.v_angle;
1696         self.angles = spectatee.v_angle;
1697         self.frozen = spectatee.frozen;
1698         self.revive_progress = spectatee.revive_progress;
1699         if(!self.BUTTON_USE)
1700                 self.fixangle = true;
1701         setorigin(self, spectatee.origin);
1702         setsize(self, spectatee.mins, spectatee.maxs);
1703         SetZoomState(spectatee.zoomstate);
1704
1705     anticheat_spectatecopy(spectatee);
1706         self.hud = spectatee.hud;
1707         if(spectatee.vehicle)
1708     {
1709         self.fixangle = false;
1710         //self.velocity = spectatee.vehicle.velocity;
1711         self.vehicle_health = spectatee.vehicle_health;
1712         self.vehicle_shield = spectatee.vehicle_shield;
1713         self.vehicle_energy = spectatee.vehicle_energy;
1714         self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1715         self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1716         self.vehicle_reload1 = spectatee.vehicle_reload1;
1717         self.vehicle_reload2 = spectatee.vehicle_reload2;
1718
1719         msg_entity = self;
1720
1721         WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1722             WriteAngle(MSG_ONE,  spectatee.v_angle.x);
1723             WriteAngle(MSG_ONE,  spectatee.v_angle.y);
1724             WriteAngle(MSG_ONE,  spectatee.v_angle.z);
1725
1726         //WriteByte (MSG_ONE, SVC_SETVIEW);
1727         //    WriteEntity(MSG_ONE, self);
1728         //makevectors(spectatee.v_angle);
1729         //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1730     }
1731 }
1732
1733 bool SpectateUpdate()
1734 {SELFPARAM();
1735         if(!self.enemy)
1736             return false;
1737
1738         if(!IS_PLAYER(self.enemy) || self == self.enemy)
1739         {
1740                 SetSpectatee(self, NULL);
1741                 return false;
1742         }
1743
1744         SpectateCopy(self.enemy);
1745
1746         return true;
1747 }
1748
1749 bool SpectateSet()
1750 {SELFPARAM();
1751         if(!IS_PLAYER(self.enemy))
1752                 return false;
1753
1754         msg_entity = self;
1755         WriteByte(MSG_ONE, SVC_SETVIEW);
1756         WriteEntity(MSG_ONE, self.enemy);
1757         self.movetype = MOVETYPE_NONE;
1758         accuracy_resend(self);
1759
1760         if(!SpectateUpdate())
1761                 PutObserverInServer();
1762
1763         return true;
1764 }
1765
1766 void SetSpectatee(entity player, entity spectatee)
1767 {
1768         entity old_spectatee = player.enemy;
1769
1770         player.enemy = spectatee;
1771
1772         // WEAPONTODO
1773         // these are required to fix the spectator bug with arc
1774         if(old_spectatee && old_spectatee.arc_beam) { old_spectatee.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1775         if(player.enemy && player.enemy.arc_beam) { player.enemy.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1776 }
1777
1778 bool Spectate(entity pl)
1779 {SELFPARAM();
1780         if(MUTATOR_CALLHOOK(SpectateSet, self, pl))
1781                 return false;
1782         pl = spec_player;
1783
1784         SetSpectatee(self, pl);
1785         return SpectateSet();
1786 }
1787
1788 bool SpectateNext()
1789 {SELFPARAM();
1790         other = find(self.enemy, classname, "player");
1791
1792         if (MUTATOR_CALLHOOK(SpectateNext, self, other))
1793                 other = spec_player;
1794         else if (!other)
1795                 other = find(other, classname, "player");
1796
1797         if(other) { SetSpectatee(self, other); }
1798
1799         return SpectateSet();
1800 }
1801
1802 bool SpectatePrev()
1803 {SELFPARAM();
1804         // NOTE: chain order is from the highest to the lower entnum (unlike find)
1805         other = findchain(classname, "player");
1806         if (!other) // no player
1807                 return false;
1808
1809         entity first = other;
1810         // skip players until current spectated player
1811         if(self.enemy)
1812         while(other && other != self.enemy)
1813                 other = other.chain;
1814
1815         switch (MUTATOR_CALLHOOK(SpectatePrev, self, other, first))
1816         {
1817                 case MUT_SPECPREV_FOUND:
1818                     other = spec_player;
1819                     break;
1820                 case MUT_SPECPREV_RETURN:
1821                     other = spec_player;
1822                     return true;
1823                 case MUT_SPECPREV_CONTINUE:
1824                 default:
1825                 {
1826                         if(other.chain)
1827                                 other = other.chain;
1828                         else
1829                                 other = first;
1830                         break;
1831                 }
1832         }
1833
1834         SetSpectatee(self, other);
1835         return SpectateSet();
1836 }
1837
1838 /*
1839 =============
1840 ShowRespawnCountdown()
1841
1842 Update a respawn countdown display.
1843 =============
1844 */
1845 void ShowRespawnCountdown()
1846 {SELFPARAM();
1847         float number;
1848         if(self.deadflag == DEAD_NO) // just respawned?
1849                 return;
1850         else
1851         {
1852                 number = ceil(self.respawn_time - time);
1853                 if(number <= 0)
1854                         return;
1855                 if(number <= self.respawn_countdown)
1856                 {
1857                         self.respawn_countdown = number - 1;
1858                         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
1859                                 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1860                 }
1861         }
1862 }
1863
1864 void LeaveSpectatorMode()
1865 {SELFPARAM();
1866         if(self.caplayer)
1867                 return;
1868         if(nJoinAllowed(self))
1869         {
1870                 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1871                 {
1872                         self.classname = STR_PLAYER;
1873                         nades_RemoveBonus(self);
1874
1875                         if(autocvar_g_campaign || autocvar_g_balance_teams)
1876                                 { JoinBestTeam(self, false, true); }
1877
1878                         if(autocvar_g_campaign)
1879                                 { campaign_bots_may_start = 1; }
1880
1881                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
1882
1883                         PutClientInServer();
1884
1885                         if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
1886                 }
1887                 else
1888                         stuffcmd(self, "menu_showteamselect\n");
1889         }
1890         else
1891         {
1892                 // Player may not join because g_maxplayers is set
1893                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
1894         }
1895 }
1896
1897 /**
1898  * Determines whether the player is allowed to join. This depends on cvar
1899  * g_maxplayers, if it isn't used this function always return true, otherwise
1900  * it checks whether the number of currently playing players exceeds g_maxplayers.
1901  * @return int number of free slots for players, 0 if none
1902  */
1903 float nJoinAllowed(entity ignore)
1904 {SELFPARAM();
1905         if(!ignore)
1906         // this is called that way when checking if anyone may be able to join (to build qcstatus)
1907         // so report 0 free slots if restricted
1908         {
1909                 if(autocvar_g_forced_team_otherwise == "spectate")
1910                         return 0;
1911                 if(autocvar_g_forced_team_otherwise == "spectator")
1912                         return 0;
1913         }
1914
1915         if(self.team_forced < 0)
1916                 return 0; // forced spectators can never join
1917
1918         // TODO simplify this
1919         entity e;
1920         float totalClients = 0;
1921         FOR_EACH_CLIENT(e)
1922                 if(e != ignore)
1923                         totalClients += 1;
1924
1925         if (!autocvar_g_maxplayers)
1926                 return maxclients - totalClients;
1927
1928         float currentlyPlaying = 0;
1929         FOR_EACH_REALCLIENT(e)
1930                 if(IS_PLAYER(e) || e.caplayer)
1931                         currentlyPlaying += 1;
1932
1933         if(currentlyPlaying < autocvar_g_maxplayers)
1934                 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1935
1936         return 0;
1937 }
1938
1939 /**
1940  * Checks whether the client is an observer or spectator, if so, he will get kicked after
1941  * g_maxplayers_spectator_blocktime seconds
1942  */
1943 void checkSpectatorBlock()
1944 {SELFPARAM();
1945         if(IS_SPEC(self) || IS_OBSERVER(self))
1946         if(!self.caplayer)
1947         if(IS_REAL_CLIENT(self))
1948         {
1949                 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
1950                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
1951                         dropclient(self);
1952                 }
1953         }
1954 }
1955
1956 void PrintWelcomeMessage()
1957 {SELFPARAM();
1958         if(self.motd_actived_time == 0)
1959         {
1960                 if (autocvar_g_campaign) {
1961                         if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
1962                                 self.motd_actived_time = time;
1963                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
1964                         }
1965                 } else {
1966                         if (self.BUTTON_INFO) {
1967                                 self.motd_actived_time = time;
1968                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1969                         }
1970                 }
1971         }
1972         else if(self.motd_actived_time > 0) // showing MOTD or campaign message
1973         {
1974                 if (autocvar_g_campaign) {
1975                         if (self.BUTTON_INFO)
1976                                 self.motd_actived_time = time;
1977                         else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
1978                                 self.motd_actived_time = 0;
1979                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
1980                         }
1981                 } else {
1982                         if (self.BUTTON_INFO)
1983                                 self.motd_actived_time = time;
1984                         else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
1985                                 self.motd_actived_time = 0;
1986                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
1987                         }
1988                 }
1989         }
1990         else //if(self.motd_actived_time < 0) // just connected, motd is active
1991         {
1992                 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
1993                         self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
1994                 else if(self.motd_actived_time == -2 || IS_PLAYER(self) || IS_SPEC(self))
1995                 {
1996                         // instanctly hide MOTD
1997                         self.motd_actived_time = 0;
1998                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
1999                 }
2000         }
2001 }
2002
2003 void ObserverThink()
2004 {SELFPARAM();
2005         if ( self.impulse )
2006         {
2007                 MinigameImpulse(self.impulse);
2008                 self.impulse = 0;
2009         }
2010         float prefered_movetype;
2011         if (self.flags & FL_JUMPRELEASED) {
2012                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2013                         self.flags &= ~FL_JUMPRELEASED;
2014                         self.flags |= FL_SPAWNING;
2015                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2016                         self.flags &= ~FL_JUMPRELEASED;
2017                         if(SpectateNext()) {
2018                                 self.classname = STR_SPECTATOR;
2019                         }
2020                 } else {
2021                         prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2022                         if (self.movetype != prefered_movetype)
2023                                 self.movetype = prefered_movetype;
2024                 }
2025         } else {
2026                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2027                         self.flags |= FL_JUMPRELEASED;
2028                         if(self.flags & FL_SPAWNING)
2029                         {
2030                                 self.flags &= ~FL_SPAWNING;
2031                                 LeaveSpectatorMode();
2032                                 return;
2033                         }
2034                 }
2035         }
2036 }
2037
2038 void SpectatorThink()
2039 {SELFPARAM();
2040         if ( self.impulse )
2041         {
2042                 if(MinigameImpulse(self.impulse))
2043                         self.impulse = 0;
2044         }
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.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
2050                         self.flags &= ~FL_JUMPRELEASED;
2051                         if(SpectateNext()) {
2052                                 self.classname = STR_SPECTATOR;
2053                         } else {
2054                                 self.classname = STR_OBSERVER;
2055                                 PutClientInServer();
2056                         }
2057                         self.impulse = 0;
2058                 } else if(self.impulse == 12 || self.impulse == 16  || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
2059                         self.flags &= ~FL_JUMPRELEASED;
2060                         if(SpectatePrev()) {
2061                                 self.classname = STR_SPECTATOR;
2062                         } else {
2063                                 self.classname = STR_OBSERVER;
2064                                 PutClientInServer();
2065                         }
2066                         self.impulse = 0;
2067                 } else if (self.BUTTON_ATCK2) {
2068                         self.flags &= ~FL_JUMPRELEASED;
2069                         self.classname = STR_OBSERVER;
2070                         PutClientInServer();
2071                 } else {
2072                         if(!SpectateUpdate())
2073                                 PutObserverInServer();
2074                 }
2075         } else {
2076                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2077                         self.flags |= FL_JUMPRELEASED;
2078                         if(self.flags & FL_SPAWNING)
2079                         {
2080                                 self.flags &= ~FL_SPAWNING;
2081                                 LeaveSpectatorMode();
2082                                 return;
2083                         }
2084                 }
2085                 if(!SpectateUpdate())
2086                         PutObserverInServer();
2087         }
2088
2089         self.flags |= FL_CLIENT | FL_NOTARGET;
2090 }
2091
2092 void vehicles_enter (entity pl, entity veh);
2093 void PlayerUseKey()
2094 {SELFPARAM();
2095         if (!IS_PLAYER(self))
2096                 return;
2097
2098         if(self.vehicle)
2099         {
2100                 if(!gameover)
2101                 {
2102                         vehicles_exit(VHEF_NORMAL);
2103                         return;
2104                 }
2105         }
2106         else if(autocvar_g_vehicles_enter)
2107         {
2108                 if(!self.frozen)
2109                 if(self.deadflag == DEAD_NO)
2110                 if(!gameover)
2111                 {
2112                         entity head, closest_target = world;
2113                         head = WarpZone_FindRadius(self.origin, autocvar_g_vehicles_enter_radius, TRUE);
2114
2115                         while(head) // find the closest acceptable target to enter
2116                         {
2117                                 if(head.vehicle_flags & VHF_ISVEHICLE)
2118                                 if(head.deadflag == DEAD_NO)
2119                                 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, self)))
2120                                 if(head.takedamage != DAMAGE_NO)
2121                                 {
2122                                         if(closest_target)
2123                                         {
2124                                                 if(vlen(self.origin - head.origin) < vlen(self.origin - closest_target.origin))
2125                                                 { closest_target = head; }
2126                                         }
2127                                         else { closest_target = head; }
2128                                 }
2129
2130                                 head = head.chain;
2131                         }
2132
2133                         if(closest_target) { vehicles_enter(self, closest_target); return; }
2134                 }
2135         }
2136
2137         // a use key was pressed; call handlers
2138         MUTATOR_CALLHOOK(PlayerUseKey);
2139 }
2140
2141 float isInvisibleString(string s)
2142 {
2143         float i, n, c;
2144         s = strdecolorize(s);
2145         for((i = 0), (n = strlen(s)); i < n; ++i)
2146         {
2147                 c = str2chr(s, i);
2148                 switch(c)
2149                 {
2150                         case 0:
2151                         case 32: // space
2152                                 break;
2153                         case 192: // charmap space
2154                                 if (!autocvar_utf8_enable)
2155                                         break;
2156                                 return false;
2157                         case 160: // space in unicode fonts
2158                         case 0xE000 + 192: // utf8 charmap space
2159                                 if (autocvar_utf8_enable)
2160                                         break;
2161                         default:
2162                                 return false;
2163                 }
2164         }
2165         return true;
2166 }
2167
2168 void wglow_send(entity actor, vector g);
2169
2170 /*
2171 =============
2172 PlayerPreThink
2173
2174 Called every frame for each client before the physics are run
2175 =============
2176 */
2177 .float usekeypressed;
2178 void() nexball_setstatus;
2179 .float last_vehiclecheck;
2180 .int items_added;
2181 void PlayerPreThink (void)
2182 {SELFPARAM();
2183         WarpZone_PlayerPhysics_FixVAngle();
2184
2185         self.stat_game_starttime = game_starttime;
2186         self.stat_round_starttime = round_starttime;
2187         self.stat_allow_oldvortexbeam = autocvar_g_allow_oldvortexbeam;
2188         self.stat_leadlimit = autocvar_leadlimit;
2189
2190         self.weaponsinmap = weaponsInMap;
2191
2192         if(frametime)
2193         {
2194                 // physics frames: update anticheat stuff
2195                 anticheat_prethink();
2196         }
2197
2198         if(blockSpectators && frametime)
2199                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2200                 checkSpectatorBlock();
2201
2202         zoomstate_set = 0;
2203
2204         // Savage: Check for nameless players
2205         if (isInvisibleString(self.netname)) {
2206                 string new_name = strzone(strcat("Player@", ftos(self.playerid)));
2207                 if(autocvar_sv_eventlog)
2208                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", new_name));
2209                 if(self.netname_previous)
2210                         strunzone(self.netname_previous);
2211                 self.netname_previous = strzone(new_name);
2212                 self.netname = self.netname_previous;
2213                 // stuffcmd(self, strcat("name ", self.netname, "\n"));
2214         } else if(self.netname_previous != self.netname) {
2215                 if(autocvar_sv_eventlog)
2216                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2217                 if(self.netname_previous)
2218                         strunzone(self.netname_previous);
2219                 self.netname_previous = strzone(self.netname);
2220         }
2221
2222         // version nagging
2223         if(self.version_nagtime)
2224                 if(self.cvar_g_xonoticversion)
2225                         if(time > self.version_nagtime)
2226                         {
2227                                 // don't notify git users
2228                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2229                                 {
2230                                         if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2231                                         {
2232                                                 // notify release users if connecting to git
2233                                                 LOG_TRACE("^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");
2234                                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2235                                         }
2236                                         else
2237                                         {
2238                                                 float r;
2239                                                 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2240                                                 if(r < 0)
2241                                                 {
2242                                                         // give users new version
2243                                                         LOG_TRACE("^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");
2244                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2245                                                 }
2246                                                 else if(r > 0)
2247                                                 {
2248                                                         // notify users about old server version
2249                                                         LOG_INFO("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2250                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2251                                                 }
2252                                         }
2253                                 }
2254                                 self.version_nagtime = 0;
2255                         }
2256
2257         // GOD MODE info
2258         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2259         {
2260                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2261                 self.max_armorvalue = 0;
2262         }
2263
2264         if(self.frozen == 2)
2265         {
2266                 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
2267                 self.health = max(1, self.revive_progress * start_health);
2268                 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
2269
2270                 if(self.revive_progress >= 1)
2271                         Unfreeze(self);
2272         }
2273         else if(self.frozen == 3)
2274         {
2275                 self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1);
2276                 self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress );
2277
2278                 if(self.health < 1)
2279                 {
2280                         if(self.vehicle)
2281                                 vehicles_exit(VHEF_RELEASE);
2282                         self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, self.origin, '0 0 0');
2283                 }
2284                 else if ( self.revive_progress <= 0 )
2285                         Unfreeze(self);
2286         }
2287
2288         MUTATOR_CALLHOOK(PlayerPreThink);
2289
2290         if(autocvar_g_vehicles_enter)
2291         if(time > self.last_vehiclecheck)
2292         if(IS_PLAYER(self))
2293         if(!gameover)
2294         if(!self.frozen)
2295         if(!self.vehicle)
2296         if(self.deadflag == DEAD_NO)
2297         {
2298                 entity veh;
2299                 for(veh = world; (veh = findflags(veh, vehicle_flags, VHF_ISVEHICLE)); )
2300                 if(vlen(veh.origin - self.origin) < autocvar_g_vehicles_enter_radius)
2301                 if(veh.deadflag == DEAD_NO)
2302                 if(veh.takedamage != DAMAGE_NO)
2303                 if((veh.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(veh.owner, self))
2304                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2305                 else if(!veh.owner)
2306                 if(!veh.team || SAME_TEAM(self, veh))
2307                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER);
2308                 else if(autocvar_g_vehicles_steal)
2309                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2310
2311                 self.last_vehiclecheck = time + 1;
2312         }
2313
2314         if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2315         {
2316                 if(self.BUTTON_USE && !self.usekeypressed)
2317                         PlayerUseKey();
2318                 self.usekeypressed = self.BUTTON_USE;
2319         }
2320
2321         if(IS_REAL_CLIENT(self))
2322                 PrintWelcomeMessage();
2323
2324         if(IS_PLAYER(self))
2325         {
2326
2327                 CheckRules_Player();
2328
2329                 if (intermission_running)
2330                 {
2331                         IntermissionThink ();   // otherwise a button could be missed between
2332                         return;                                 // the think tics
2333                 }
2334
2335                 //don't allow the player to turn around while game is paused!
2336                 if(timeout_status == TIMEOUT_ACTIVE) {
2337                         // FIXME turn this into CSQC stuff
2338                         self.v_angle = self.lastV_angle;
2339                         self.angles = self.lastV_angle;
2340                         self.fixangle = true;
2341                 }
2342
2343                 if(frametime)
2344                 {
2345                         vector g;
2346                         if (IS_SPEC(self))
2347                         {
2348                                 g = self.enemy.weaponentity_glowmod;
2349                         }
2350                         else if(self.weapon == WEP_VORTEX.m_id && WEP_CVAR(vortex, charge))
2351                         {
2352                                 g.x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.vortex_charge / WEP_CVAR(vortex, charge_animlimit));
2353                                 g.y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.vortex_charge / WEP_CVAR(vortex, charge_animlimit));
2354                                 g.z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.vortex_charge / WEP_CVAR(vortex, charge_animlimit));
2355
2356                                 if(self.vortex_charge > WEP_CVAR(vortex, charge_animlimit))
2357                                 {
2358                                         g.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));
2359                                         g.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));
2360                                         g.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));
2361                                 }
2362                         }
2363                         else
2364                                 g = colormapPaletteColor(self.clientcolors & 0x0F, true) * 2;
2365                         if (g != self.weaponentity_glowmod)
2366                                 wglow_send(self, self.weaponentity_glowmod = g);
2367                         player_powerups();
2368                 }
2369
2370                 if (self.deadflag != DEAD_NO)
2371                 {
2372                         if(self.personal && g_race_qualifying)
2373                         {
2374                                 if(time > self.respawn_time)
2375                                 {
2376                                         self.respawn_time = time + 1; // only retry once a second
2377                                         self.stat_respawn_time = self.respawn_time;
2378                                         respawn();
2379                                         self.impulse = 141;
2380                                 }
2381                         }
2382                         else
2383                         {
2384                                 float button_pressed;
2385                                 if(frametime)
2386                                         player_anim();
2387                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2388
2389                                 if (self.deadflag == DEAD_DYING)
2390                                 {
2391                                         if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2392                                                 self.deadflag = DEAD_RESPAWNING;
2393                                         else if(!button_pressed)
2394                                                 self.deadflag = DEAD_DEAD;
2395                                 }
2396                                 else if (self.deadflag == DEAD_DEAD)
2397                                 {
2398                                         if(button_pressed)
2399                                                 self.deadflag = DEAD_RESPAWNABLE;
2400                                         else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2401                                                 self.deadflag = DEAD_RESPAWNING;
2402                                 }
2403                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2404                                 {
2405                                         if(!button_pressed)
2406                                                 self.deadflag = DEAD_RESPAWNING;
2407                                 }
2408                                 else if (self.deadflag == DEAD_RESPAWNING)
2409                                 {
2410                                         if(time > self.respawn_time)
2411                                         {
2412                                                 self.respawn_time = time + 1; // only retry once a second
2413                                                 self.respawn_time_max = self.respawn_time;
2414                                                 respawn();
2415                                         }
2416                                 }
2417
2418                                 ShowRespawnCountdown();
2419
2420                                 if(self.respawn_flags & RESPAWN_SILENT)
2421                                         self.stat_respawn_time = 0;
2422                                 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2423                                         self.stat_respawn_time = self.respawn_time_max;
2424                                 else
2425                                         self.stat_respawn_time = self.respawn_time;
2426                         }
2427
2428                         // if respawning, invert stat_respawn_time to indicate this, the client translates it
2429                         if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2430                                 self.stat_respawn_time *= -1;
2431
2432                         return;
2433                 }
2434
2435                 self.prevorigin = self.origin;
2436
2437                 float do_crouch = self.BUTTON_CROUCH;
2438                 if(self.hook.state)
2439                         do_crouch = 0;
2440                 if(self.vehicle)
2441                         do_crouch = 0;
2442                 if(self.frozen)
2443                         do_crouch = 0;
2444
2445                 // WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
2446                 // It cannot be predicted by the engine!
2447                 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
2448                 if((self.weapon == WEP_SHOCKWAVE.m_id || self.weapon == WEP_SHOTGUN.m_id) && self.(weaponentity).wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2449                         do_crouch = 0;
2450
2451                 if (do_crouch)
2452                 {
2453                         if (!self.crouch)
2454                         {
2455                                 self.crouch = true;
2456                                 self.view_ofs = self.stat_pl_crouch_view_ofs;
2457                                 setsize (self, self.stat_pl_crouch_min, self.stat_pl_crouch_max);
2458                                 // setanim(self, self.anim_duck, false, true, true); // this anim is BROKEN anyway
2459                         }
2460                 }
2461                 else
2462                 {
2463                         if (self.crouch)
2464                         {
2465                                 tracebox(self.origin, self.stat_pl_min, self.stat_pl_max, self.origin, false, self);
2466                                 if (!trace_startsolid)
2467                                 {
2468                                         self.crouch = false;
2469                                         self.view_ofs = self.stat_pl_view_ofs;
2470                                         setsize (self, self.stat_pl_min, self.stat_pl_max);
2471                                 }
2472                         }
2473                 }
2474
2475                 FixPlayermodel(self);
2476
2477                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2478                 //if(frametime)
2479                 {
2480                         self.items &= ~self.items_added;
2481
2482                         W_WeaponFrame(self);
2483
2484                         self.items_added = 0;
2485                         if(self.items & ITEM_Jetpack.m_itemid)
2486                                 if(self.items & ITEM_JetpackRegen.m_itemid || self.ammo_fuel >= 0.01)
2487                                         self.items_added |= IT_FUEL;
2488
2489                         self.items |= self.items_added;
2490                 }
2491
2492                 player_regen();
2493
2494                 // WEAPONTODO: Add a weapon request for this
2495                 // rot vortex charge to the charge limit
2496                 if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
2497                         self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2498
2499                 if(frametime)
2500                         player_anim();
2501
2502                 // secret status
2503                 secrets_setstatus();
2504
2505                 // monsters status
2506                 monsters_setstatus();
2507
2508                 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2509
2510                 //self.angles_y=self.v_angle_y + 90;   // temp
2511         } else if(gameover) {
2512                 if (intermission_running)
2513                         IntermissionThink ();   // otherwise a button could be missed between
2514                 return;
2515         } else if(IS_OBSERVER(self)) {
2516                 ObserverThink();
2517         } else if(IS_SPEC(self)) {
2518                 SpectatorThink();
2519         }
2520
2521         // WEAPONTODO: Add weapon request for this
2522         if(!zoomstate_set)
2523                 SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_VORTEX.m_id) || (self.BUTTON_ATCK2 && self.weapon == WEP_RIFLE.m_id && WEP_CVAR(rifle, secondary) == 0)); // WEAPONTODO
2524
2525         float oldspectatee_status;
2526         oldspectatee_status = self.spectatee_status;
2527         if(IS_SPEC(self))
2528                 self.spectatee_status = num_for_edict(self.enemy);
2529         else if(IS_OBSERVER(self))
2530                 self.spectatee_status = num_for_edict(self);
2531         else
2532                 self.spectatee_status = 0;
2533         if(self.spectatee_status != oldspectatee_status)
2534         {
2535                 ClientData_Touch(self);
2536         }
2537
2538         if(self.teamkill_soundtime)
2539         if(time > self.teamkill_soundtime)
2540         {
2541                 self.teamkill_soundtime = 0;
2542
2543                 setself(self.teamkill_soundsource);
2544                 entity oldpusher = self.pusher;
2545                 self.pusher = this;
2546
2547                 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2548
2549                 self.pusher = oldpusher;
2550                 setself(this);
2551         }
2552
2553         if(self.taunt_soundtime)
2554         if(time > self.taunt_soundtime)
2555         {
2556                 self.taunt_soundtime = 0;
2557                 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2558         }
2559
2560         target_voicescript_next(self);
2561
2562         // WEAPONTODO: Move into weaponsystem somehow
2563         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2564         if(!self.weapon)
2565                 self.clip_load = self.clip_size = 0;
2566 }
2567
2568 /*
2569 =============
2570 PlayerPostThink
2571
2572 Called every frame for each client after the physics are run
2573 =============
2574 */
2575 .float idlekick_lasttimeleft;
2576 void PlayerPostThink (void)
2577 {SELFPARAM();
2578         if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2579         if(IS_REAL_CLIENT(self))
2580         if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2581         {
2582                 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2583                 {
2584                         if(self.idlekick_lasttimeleft)
2585                         {
2586                                 self.idlekick_lasttimeleft = 0;
2587                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2588                         }
2589                 }
2590                 else
2591                 {
2592                         float timeleft;
2593                         timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2594                         if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2595                         {
2596                                 if(!self.idlekick_lasttimeleft)
2597                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2598                         }
2599                         if(timeleft <= 0)
2600                         {
2601                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2602                                 dropclient(self);
2603                                 return;
2604                         }
2605                         else if(timeleft <= 10)
2606                         {
2607                                 if(timeleft != self.idlekick_lasttimeleft)
2608                                         { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2609                                 self.idlekick_lasttimeleft = timeleft;
2610                         }
2611                 }
2612         }
2613
2614         CheatFrame();
2615
2616         //CheckPlayerJump();
2617
2618         if(IS_PLAYER(self)) {
2619                 CheckRules_Player();
2620                 UpdateChatBubble();
2621                 if (self.impulse)
2622                         ImpulseCommands();
2623                 if (intermission_running)
2624                         return;         // intermission or finale
2625                 GetPressedKeys();
2626         }
2627
2628         /*
2629         float i;
2630         for(i = 0; i < 1000; ++i)
2631         {
2632                 vector end;
2633                 end = self.origin + '0 0 1024' + 512 * randomvec();
2634                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2635                 if(trace_fraction < 1)
2636                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2637                 {
2638                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2639                         break;
2640                 }
2641         }
2642         */
2643
2644         if(self.waypointsprite_attachedforcarrier)
2645                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id));
2646
2647         playerdemo_write();
2648
2649         CSQCMODEL_AUTOUPDATE(self);
2650 }