Merge branch 'master' into Mario/monsters
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_client.qc
1 void race_send_recordtime(float msg);
2 void race_SendRankings(float pos, float prevpos, float del, float msg);
3
4 void send_CSQC_teamnagger() {
5         WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
6         WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
7 }
8
9 float ClientData_Send(entity to, float sf)
10 {
11         if(to != self.owner)
12         {
13                 error("wtf");
14                 return FALSE;
15         }
16
17         entity e;
18
19         e = to;
20         if(IS_SPEC(to))
21                 e = to.enemy;
22
23         sf = 0;
24
25         if(e.race_completed)
26                 sf |= 1; // forced scoreboard
27         if(to.spectatee_status)
28                 sf |= 2; // spectator ent number follows
29         if(e.zoomstate)
30                 sf |= 4; // zoomed
31         if(e.porto_v_angle_held)
32                 sf |= 8; // angles held
33
34         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
35         WriteByte(MSG_ENTITY, sf);
36
37         if(sf & 2)
38                 WriteByte(MSG_ENTITY, to.spectatee_status);
39
40         if(sf & 8)
41         {
42                 WriteAngle(MSG_ENTITY, e.v_angle_x);
43                 WriteAngle(MSG_ENTITY, e.v_angle_y);
44         }
45
46         return TRUE;
47 }
48
49 void ClientData_Attach()
50 {
51         Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
52         self.clientdata.drawonlytoclient = self;
53         self.clientdata.owner = self;
54 }
55
56 void ClientData_Detach()
57 {
58         remove(self.clientdata);
59         self.clientdata = world;
60 }
61
62 void ClientData_Touch(entity e)
63 {
64         e.clientdata.SendFlags = 1;
65
66         // make it spectatable
67         entity e2;
68         FOR_EACH_REALCLIENT(e2)
69         {
70                 if(e2 != e)
71                         if(IS_SPEC(e2))
72                                 if(e2.enemy == e)
73                                         e2.clientdata.SendFlags = 1;
74         }
75 }
76
77 .string netname_previous;
78
79
80 /*
81 =============
82 CheckPlayerModel
83
84 Checks if the argument string can be a valid playermodel.
85 Returns a valid one in doubt.
86 =============
87 */
88 string FallbackPlayerModel;
89 string CheckPlayerModel(string plyermodel) {
90         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
91         {
92                 // note: we cannot summon Don Strunzone here, some player may
93                 // still have the model string set. In case anyone manages how
94                 // to change a cvar default, we'll have a small leak here.
95                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
96         }
97         // only in right path
98         if( substring(plyermodel,0,14) != "models/player/")
99                 return FallbackPlayerModel;
100         // only good file extensions
101         if(substring(plyermodel,-4,4) != ".zym")
102         if(substring(plyermodel,-4,4) != ".dpm")
103         if(substring(plyermodel,-4,4) != ".iqm")
104         if(substring(plyermodel,-4,4) != ".md3")
105         if(substring(plyermodel,-4,4) != ".psk")
106                 return FallbackPlayerModel;
107         // forbid the LOD models
108         if(substring(plyermodel, -9,5) == "_lod1")
109                 return FallbackPlayerModel;
110         if(substring(plyermodel, -9,5) == "_lod2")
111                 return FallbackPlayerModel;
112         if(plyermodel != strtolower(plyermodel))
113                 return FallbackPlayerModel;
114         // also, restrict to server models
115         if(autocvar_sv_servermodelsonly)
116         {
117                 if(!fexists(plyermodel))
118                         return FallbackPlayerModel;
119         }
120         return plyermodel;
121 }
122
123 void setplayermodel(entity e, string modelname)
124 {
125         precache_model(modelname);
126         setmodel(e, modelname);
127         player_setupanimsformodel();
128         UpdatePlayerSounds();
129 }
130
131 /*
132 =============
133 PutObserverInServer
134
135 putting a client as observer in the server
136 =============
137 */
138 void FixPlayermodel();
139 void PutObserverInServer (void)
140 {
141         entity  spot;
142     self.hud = HUD_NORMAL;
143         race_PreSpawnObserver();
144
145         spot = SelectSpawnPoint (TRUE);
146         if(!spot)
147                 error("No spawnpoints for observers?!?\n");
148         RemoveGrapplingHook(self); // Wazat's Grappling Hook
149
150         if(IS_REAL_CLIENT(self))
151         {
152                 msg_entity = self;
153                 WriteByte(MSG_ONE, SVC_SETVIEW);
154                 WriteEntity(MSG_ONE, self);
155         }
156
157         if((g_race && g_race_qualifying) || g_cts)
158         {
159                 if(PlayerScore_Add(self, SP_RACE_FASTEST, 0))
160                         self.frags = FRAGS_LMS_LOSER;
161                 else
162                         self.frags = FRAGS_SPECTATOR;
163         }
164         else
165                 self.frags = FRAGS_SPECTATOR;
166
167         MUTATOR_CALLHOOK(MakePlayerObserver);
168
169         Portal_ClearAll(self);
170         
171         Unfreeze(self);
172         
173         if(self.alivetime)
174         {
175                 if(!warmup_stage)
176                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
177                 self.alivetime = 0;
178         }
179
180         if(self.vehicle)
181                 vehicles_exit(VHEF_RELESE);         
182
183         WaypointSprite_PlayerDead();
184
185         if not(g_ca)  // don't reset teams when moving a ca player to the spectators
186                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog
187
188         if(self.killcount != -666)
189         {
190                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
191
192                 if(self.just_joined == FALSE) {
193                         LogTeamchange(self.playerid, -1, 4);
194                 } else
195                         self.just_joined = FALSE;
196         }
197
198         PlayerScore_Clear(self); // clear scores when needed
199
200         accuracy_resend(self);
201
202         self.spectatortime = time;
203         
204         self.classname = "observer";
205         self.iscreature = FALSE;
206         self.teleportable = TELEPORT_SIMPLE;
207         self.damagedbycontents = FALSE;
208         self.health = -666;
209         self.takedamage = DAMAGE_NO;
210         self.solid = SOLID_NOT;
211         self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
212         self.flags = FL_CLIENT | FL_NOTARGET;
213         self.armorvalue = 666;
214         self.effects = 0;
215         self.armorvalue = autocvar_g_balance_armor_start;
216         self.pauserotarmor_finished = 0;
217         self.pauserothealth_finished = 0;
218         self.pauseregen_finished = 0;
219         self.damageforcescale = 0;
220         self.death_time = 0;
221         self.respawn_flags = 0;
222         self.respawn_time = 0;
223         self.stat_respawn_time = 0;
224         self.alpha = 0;
225         self.scale = 0;
226         self.fade_time = 0;
227         self.pain_frame = 0;
228         self.pain_finished = 0;
229         self.strength_finished = 0;
230         self.invincible_finished = 0;
231         self.superweapons_finished = 0;
232         self.pushltime = 0;
233         self.istypefrag = 0;
234         self.think = func_null;
235         self.nextthink = 0;
236         self.hook_time = 0;
237         self.deadflag = DEAD_NO;
238         self.angles = spot.angles;
239         self.angles_z = 0;
240         self.fixangle = TRUE;
241         self.crouch = FALSE;
242
243         setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
244         self.prevorigin = self.origin;
245         self.items = 0;
246         self.weapons = '0 0 0';
247         self.model = "";
248         FixPlayermodel();
249         setmodel(self, "null");
250         self.drawonlytoclient = self;
251
252         setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
253         self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
254
255         self.weapon = 0;
256         self.weaponname = "";
257         self.switchingweapon = 0;
258         self.weaponmodel = "";
259         self.weaponentity = world;
260         self.exteriorweaponentity = world;
261         self.killcount = -666;
262         self.velocity = '0 0 0';
263         self.avelocity = '0 0 0';
264         self.punchangle = '0 0 0';
265         self.punchvector = '0 0 0';
266         self.oldvelocity = self.velocity;
267         self.fire_endtime = -1;
268 }
269
270 .float model_randomizer;
271 void FixPlayermodel()
272 {
273         string defaultmodel;
274         float defaultskin, chmdl, oldskin, n, i;
275         vector m1, m2;
276
277         defaultmodel = "";
278         defaultskin = 0;
279         chmdl = FALSE;
280
281         if(autocvar_sv_defaultcharacter == 1)
282         {
283                 if(teamplay)
284                 {
285                         string s;
286                         s = Team_ColorName_Lower(self.team);
287                         if(s != "neutral")
288                         {
289                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
290                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
291                         }
292                 }
293
294                 if(defaultmodel == "")
295                 {
296                         defaultmodel = autocvar_sv_defaultplayermodel;
297                         defaultskin = autocvar_sv_defaultplayerskin;
298                 }
299
300                 n = tokenize_console(defaultmodel);
301                 if(n > 0)
302                         defaultmodel = argv(floor(n * self.model_randomizer));
303
304                 i = strstrofs(defaultmodel, ":", 0);
305                 if(i >= 0)
306                 {
307                         defaultskin = stof(substring(defaultmodel, i+1, -1));
308                         defaultmodel = substring(defaultmodel, 0, i);
309                 }
310         }
311
312         if(defaultmodel != "")
313         {
314                 if (defaultmodel != self.model)
315                 {
316                         m1 = self.mins;
317                         m2 = self.maxs;
318                         setplayermodel (self, defaultmodel);
319                         setsize (self, m1, m2);
320                         chmdl = TRUE;
321                 }
322
323                 oldskin = self.skin;
324                 self.skin = defaultskin;
325         } else {
326                 if (self.playermodel != self.model || self.playermodel == "")
327                 {
328                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
329                         m1 = self.mins;
330                         m2 = self.maxs;
331                         setplayermodel (self, self.playermodel);
332                         setsize (self, m1, m2);
333                         chmdl = TRUE;
334                 }
335
336                 oldskin = self.skin;
337                 self.skin = stof(self.playerskin);
338         }
339
340         if(chmdl || oldskin != self.skin) // model or skin has changed
341         {
342                 self.species = player_getspecies(); // update species
343                 UpdatePlayerSounds(); // update skin sounds
344         }
345
346         if(!teamplay)
347                 if(strlen(autocvar_sv_defaultplayercolors))
348                         if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
349                                 setcolor(self, stof(autocvar_sv_defaultplayercolors));
350 }
351
352 /*
353 =============
354 PutClientInServer
355
356 Called when a client spawns in the server
357 =============
358 */
359 void PutClientInServer (void)
360 {
361         if(IS_BOT_CLIENT(self))
362                 self.classname = "player";
363         else if(IS_REAL_CLIENT(self))
364         {
365                 msg_entity = self;
366                 WriteByte(MSG_ONE, SVC_SETVIEW);
367                 WriteEntity(MSG_ONE, self);
368         }
369
370         // reset player keys
371         self.itemkeys = 0;
372
373         MUTATOR_CALLHOOK(PutClientInServer);
374
375         if(gameover)
376                 self.classname = "observer";
377
378         if(IS_PLAYER(self))
379         {
380                 entity spot, oldself;
381                 float j;
382
383                 accuracy_resend(self);
384
385                 if(self.team < 0)
386                         JoinBestTeam(self, FALSE, TRUE);
387
388                 race_PreSpawn();
389
390                 spot = SelectSpawnPoint (FALSE);
391                 if(!spot)
392                 {
393                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
394                         return; // spawn failed
395                 }
396
397                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
398
399                 self.classname = "player";
400                 self.wasplayer = TRUE;
401                 self.iscreature = TRUE;
402                 self.teleportable = TELEPORT_NORMAL;
403                 self.damagedbycontents = TRUE;
404                 self.movetype = MOVETYPE_WALK;
405                 self.solid = SOLID_SLIDEBOX;
406                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
407                 if(autocvar_g_playerclip_collisions)
408                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
409                 if(IS_BOT_CLIENT(self) && autocvar_g_botclip_collisions)
410                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
411                 self.frags = FRAGS_PLAYER;
412                 if(INDEPENDENT_PLAYERS)
413                         MAKE_INDEPENDENT_PLAYER(self);
414                 self.flags = FL_CLIENT;
415                 if(autocvar__notarget)
416                         self.flags |= FL_NOTARGET;
417                 self.takedamage = DAMAGE_AIM;
418                 self.effects = 0;
419                 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
420                 self.air_finished = time + 12;
421                 self.dmg = 2;
422                 if(autocvar_g_balance_nex_charge)
423                 {
424                         if(autocvar_g_balance_nex_secondary_chargepool)
425                                 self.nex_chargepool_ammo = 1;
426                         self.nex_charge = autocvar_g_balance_nex_charge_start;
427                 }
428
429                 if(warmup_stage)
430                 {
431                         self.ammo_shells = warmup_start_ammo_shells;
432                         self.ammo_nails = warmup_start_ammo_nails;
433                         self.ammo_rockets = warmup_start_ammo_rockets;
434                         self.ammo_cells = warmup_start_ammo_cells;
435                         self.ammo_fuel = warmup_start_ammo_fuel;
436                         self.health = warmup_start_health;
437                         self.armorvalue = warmup_start_armorvalue;
438                         self.weapons = warmup_start_weapons;
439                 }
440                 else
441                 {
442                         self.ammo_shells = start_ammo_shells;
443                         self.ammo_nails = start_ammo_nails;
444                         self.ammo_rockets = start_ammo_rockets;
445                         self.ammo_cells = start_ammo_cells;
446                         self.ammo_fuel = start_ammo_fuel;
447                         self.health = start_health;
448                         self.armorvalue = start_armorvalue;
449                         self.weapons = start_weapons;
450                 }
451
452                 if(self.weapons & WEPSET_SUPERWEAPONS)
453                         self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
454                 else
455                         self.superweapons_finished = 0;
456
457                 if(g_weaponarena_random)
458                 {
459                         if(g_weaponarena_random_with_laser)
460                                 self.weapons &= ~WEPSET_LASER;
461                         W_RandomWeapons(self, g_weaponarena_random);
462                         if(g_weaponarena_random_with_laser)
463                                 self.weapons |= WEPSET_LASER;
464                 }
465
466                 self.items = start_items;
467
468                 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
469                 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
470                 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
471                 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
472                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
473                 //extend the pause of rotting if client was reset at the beginning of the countdown
474                 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
475                         self.spawnshieldtime += game_starttime - time;
476                         self.pauserotarmor_finished += game_starttime - time;
477                         self.pauserothealth_finished += game_starttime - time;
478                         self.pauseregen_finished += game_starttime - time;
479                 }
480                 self.damageforcescale = 2;
481                 self.death_time = 0;
482                 self.respawn_flags = 0;
483                 self.respawn_time = 0;
484                 self.stat_respawn_time = 0;
485                 self.scale = 0;
486                 self.fade_time = 0;
487                 self.pain_frame = 0;
488                 self.pain_finished = 0;
489                 self.strength_finished = 0;
490                 self.invincible_finished = 0;
491                 self.pushltime = 0;
492                 // players have no think function
493                 self.think = func_null;
494                 self.nextthink = 0;
495                 self.hook_time = 0;
496                 self.dmg_team = 0;
497                 self.ballistics_density = autocvar_g_ballistics_density_player;
498
499                 self.metertime = 0;
500
501                 self.deadflag = DEAD_NO;
502
503                 self.angles = spot.angles;
504
505                 self.angles_z = 0; // never spawn tilted even if the spot says to
506                 self.fixangle = TRUE; // turn this way immediately
507                 self.velocity = '0 0 0';
508                 self.avelocity = '0 0 0';
509                 self.punchangle = '0 0 0';
510                 self.punchvector = '0 0 0';
511                 self.oldvelocity = self.velocity;
512                 self.fire_endtime = -1;
513
514                 entity spawnevent = spawn();
515                 spawnevent.owner = self;
516                 Net_LinkEntity(spawnevent, FALSE, 0.5, SpawnEvent_Send);
517
518                 self.model = "";
519                 FixPlayermodel();
520                 self.drawonlytoclient = world;
521
522                 self.crouch = FALSE;
523                 self.view_ofs = PL_VIEW_OFS;
524                 setsize (self, PL_MIN, PL_MAX);
525                 self.spawnorigin = spot.origin;
526                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
527                 // don't reset back to last position, even if new position is stuck in solid
528                 self.oldorigin = self.origin;
529                 self.prevorigin = self.origin;
530                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
531                 self.lastteleporttime = time; // prevent insane speeds due to changing origin
532         self.hud = HUD_NORMAL;
533
534                 self.event_damage = PlayerDamage;
535
536                 self.bot_attack = TRUE;
537                 self.monster_attack = TRUE;
538
539                 self.statdraintime = time + 5;
540                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
541
542                 if(self.killcount == -666) {
543                         PlayerScore_Clear(self);
544                         self.killcount = 0;
545                 }
546
547                 CL_SpawnWeaponentity();
548                 self.alpha = default_player_alpha;
549                 self.colormod = '1 1 1' * autocvar_g_player_brightness;
550                 self.exteriorweaponentity.alpha = default_weapon_alpha;
551
552                 self.speedrunning = FALSE;
553
554                 race_PostSpawn(spot);
555
556                 //stuffcmd(self, "chase_active 0");
557                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
558                 
559                 target_voicescript_clear(self);
560
561                 // reset fields the weapons may use
562                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
563                 {
564                         weapon_action(j, WR_RESETPLAYER);
565
566                         // all weapons must be fully loaded when we spawn
567                         entity e;
568                         e = get_weaponinfo(j);
569                         if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
570                                 self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
571                 }
572
573                 oldself = self;
574                 self = spot;
575                         activator = oldself;
576                                 string s;
577                                 s = self.target;
578                                 self.target = string_null;
579                                 SUB_UseTargets();
580                                 self.target = s;
581                         activator = world;
582                 self = oldself;
583                 
584                 Unfreeze(self);
585
586                 spawn_spot = spot;
587                 MUTATOR_CALLHOOK(PlayerSpawn);
588
589                 if(autocvar_spawn_debug)
590                 {
591                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
592                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
593                 }
594
595                 self.switchweapon = w_getbestweapon(self);
596                 self.cnt = -1; // W_LastWeapon will not complain
597                 self.weapon = 0;
598                 self.weaponname = "";
599                 self.switchingweapon = 0;
600
601                 if(!warmup_stage)
602                         if(!self.alivetime)
603                                 self.alivetime = time;
604
605                 antilag_clear(self);
606         }
607         else if(IS_OBSERVER(self))
608         {
609                 PutObserverInServer ();
610         }
611 }
612
613 .float ebouncefactor, ebouncestop; // electro's values
614 // TODO do we need all these fields, or should we stop autodetecting runtime
615 // changes and just have a console command to update this?
616 float ClientInit_SendEntity(entity to, float sf)
617 {
618         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
619         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
620         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
621         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
622         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
623         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
624         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
625         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
626         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
627         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
628         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
629         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
630         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
631         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
632         if(sv_foginterval && world.fog != "")
633                 WriteString(MSG_ENTITY, world.fog);
634         else
635                 WriteString(MSG_ENTITY, "");
636         WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
637         WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
638         WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
639         WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
640         WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
641         WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
642         WriteByte(MSG_ENTITY, autocvar_g_balance_rifle_secondary); // client has to know if it should zoom or not
643         WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
644         WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
645         WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
646         WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
647         WriteByte(MSG_ENTITY, autocvar_g_balance_porto_secondary);
648         return TRUE;
649 }
650
651 void ClientInit_CheckUpdate()
652 {
653         self.nextthink = time;
654         if(self.count != autocvar_g_balance_armor_blockpercent)
655         {
656                 self.count = autocvar_g_balance_armor_blockpercent;
657                 self.SendFlags |= 1;
658         }
659         if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
660         {
661                 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
662                 self.SendFlags |= 1;
663         }
664         if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
665         {
666                 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
667                 self.SendFlags |= 1;
668         }
669         if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
670         {
671                 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
672                 self.SendFlags |= 1;
673         }
674         if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
675         {
676                 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
677                 self.SendFlags |= 1;
678         }
679 }
680
681 void ClientInit_Spawn()
682 {
683         entity o;
684         entity e;
685         e = spawn();
686         e.classname = "clientinit";
687         e.think = ClientInit_CheckUpdate;
688         Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
689
690         o = self;
691         self = e;
692         ClientInit_CheckUpdate();
693         self = o;
694 }
695
696 /*
697 =============
698 SetNewParms
699 =============
700 */
701 void SetNewParms (void)
702 {
703         // initialize parms for a new player
704         parm1 = -(86400 * 366);
705 }
706
707 /*
708 =============
709 SetChangeParms
710 =============
711 */
712 void SetChangeParms (void)
713 {
714         // save parms for level change
715         parm1 = self.parm_idlesince - time;
716 }
717
718 /*
719 =============
720 DecodeLevelParms
721 =============
722 */
723 void DecodeLevelParms (void)
724 {
725         // load parms
726         self.parm_idlesince = parm1;
727         if(self.parm_idlesince == -(86400 * 366))
728                 self.parm_idlesince = time;
729
730         // whatever happens, allow 60 seconds of idling directly after connect for map loading
731         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
732 }
733
734 /*
735 =============
736 ClientKill
737
738 Called when a client types 'kill' in the console
739 =============
740 */
741
742 .float clientkill_nexttime;
743 void ClientKill_Now_TeamChange()
744 {
745         if(self.killindicator_teamchange == -1)
746         {
747                 JoinBestTeam( self, FALSE, TRUE );
748         }
749         else if(self.killindicator_teamchange == -2)
750         {
751                 if(blockSpectators)
752                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
753                 PutObserverInServer();
754         }
755         else
756                 SV_ChangeTeam(self.killindicator_teamchange - 1);
757         self.killindicator_teamchange = 0;
758 }
759
760 void ClientKill_Now()
761 {
762         if(self.vehicle)
763         {
764             vehicles_exit(VHEF_RELESE);
765             if(!self.killindicator_teamchange)
766             {
767             self.vehicle_health = -1;
768             Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');             
769             }
770         }
771
772         if(self.killindicator && !wasfreed(self.killindicator))
773                 remove(self.killindicator);
774
775         self.killindicator = world;
776
777         if(self.killindicator_teamchange)
778                 ClientKill_Now_TeamChange();
779
780         // in any case:
781         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
782
783         // now I am sure the player IS dead
784 }
785 void KillIndicator_Think()
786 {
787         if (gameover)
788         {
789                 self.owner.killindicator = world;
790                 remove(self);
791                 return;
792         }
793
794         if (self.owner.alpha < 0 && !self.owner.vehicle)
795         {
796                 self.owner.killindicator = world;
797                 remove(self);
798                 return;
799         }
800
801         if(self.cnt <= 0)
802         {
803                 self = self.owner;
804                 ClientKill_Now(); // no oldself needed
805                 return;
806         }
807     else if(g_cts && self.health == 1) // health == 1 means that it's silent
808     {
809         self.nextthink = time + 1;
810         self.cnt -= 1;
811     }
812         else
813         {
814                 if(self.cnt <= 10)
815                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
816                 if(IS_REAL_CLIENT(self.owner))
817                 {
818                         if(self.cnt <= 10)
819                                 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
820                 }
821                 self.nextthink = time + 1;
822                 self.cnt -= 1;
823         }
824 }
825
826 float clientkilltime;
827 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
828 {
829         float killtime;
830         float starttime;
831         entity e;
832
833         if (gameover)
834                 return;
835
836         killtime = autocvar_g_balance_kill_delay;
837
838         if(g_race_qualifying || g_cts)
839                 killtime = 0;
840
841     if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
842     {
843                 remove(self.killindicator);
844                 self.killindicator = world;
845
846         ClientKill_Now(); // allow instant kill in this case
847         return;
848     }
849
850         self.killindicator_teamchange = targetteam;
851
852     if(!self.killindicator)
853         {
854                 if(self.deadflag == DEAD_NO)
855                 {
856                         killtime = max(killtime, self.clientkill_nexttime - time);
857                         self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
858                 }
859
860                 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
861                 {
862                         ClientKill_Now();
863                 }
864                 else
865                 {
866                         starttime = max(time, clientkilltime);
867
868                         self.killindicator = spawn();
869                         self.killindicator.owner = self;
870                         self.killindicator.scale = 0.5;
871                         setattachment(self.killindicator, self, "");
872                         setorigin(self.killindicator, '0 0 52');
873                         self.killindicator.think = KillIndicator_Think;
874                         self.killindicator.nextthink = starttime + (self.lip) * 0.05;
875                         clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
876                         self.killindicator.cnt = ceil(killtime);
877                         self.killindicator.count = bound(0, ceil(killtime), 10);
878                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
879
880                         for(e = world; (e = find(e, classname, "body")) != world; )
881                         {
882                                 if(e.enemy != self)
883                                         continue;
884                                 e.killindicator = spawn();
885                                 e.killindicator.owner = e;
886                                 e.killindicator.scale = 0.5;
887                                 setattachment(e.killindicator, e, "");
888                                 setorigin(e.killindicator, '0 0 52');
889                                 e.killindicator.think = KillIndicator_Think;
890                                 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
891                                 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
892                                 e.killindicator.cnt = ceil(killtime);
893                         }
894                         self.lip = 0;
895                 }
896         }
897         if(self.killindicator)
898         {
899                 if(targetteam == 0) // just die
900                 {
901                         self.killindicator.colormod = '0 0 0';
902                         if(IS_REAL_CLIENT(self))
903                         if(self.killindicator.cnt > 0)
904                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
905                 }
906                 else if(targetteam == -1) // auto
907                 {
908                         self.killindicator.colormod = '0 1 0';
909                         if(IS_REAL_CLIENT(self))
910                         if(self.killindicator.cnt > 0)
911                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
912                 }
913                 else if(targetteam == -2) // spectate
914                 {
915                         self.killindicator.colormod = '0.5 0.5 0.5';
916                         if(IS_REAL_CLIENT(self))
917                         if(self.killindicator.cnt > 0)
918                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
919                 }
920                 else
921                 {
922                         self.killindicator.colormod = Team_ColorRGB(targetteam);
923                         if(IS_REAL_CLIENT(self))
924                         if(self.killindicator.cnt > 0)
925                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
926                 }
927         }
928
929 }
930
931 void ClientKill (void)
932 {
933         if(gameover) return;
934         if(self.player_blocked) return;
935         if(self.frozen) return;
936         
937         ClientKill_TeamChange(0);
938 }
939
940 void CTS_ClientKill (entity e) // silent version of ClientKill, used when player finishes a CTS run. Useful to prevent cheating by running back to the start line and starting out with more speed
941 {
942     e.killindicator = spawn();
943     e.killindicator.owner = e;
944     e.killindicator.think = KillIndicator_Think;
945     e.killindicator.nextthink = time + (e.lip) * 0.05;
946     e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
947     e.killindicator.health = 1; // this is used to indicate that it should be silent
948     e.lip = 0;
949 }
950
951 void FixClientCvars(entity e)
952 {
953         // send prediction settings to the client
954         stuffcmd(e, "\nin_bindmap 0 0\n");
955         if(g_race || g_cts)
956                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
957         if(autocvar_g_antilag == 3) // client side hitscan
958                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
959         if(autocvar_sv_gentle)
960                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
961         /*
962          * we no longer need to stuff this. Remove this comment block if you feel
963          * 2.3 and higher (or was it 2.2.3?) don't need these any more
964         stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
965         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
966         stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
967         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
968         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
969         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
970         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
971         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
972         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
973         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
974         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
975         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
976         stuffcmd(e, "cl_movement_edgefriction 1\n");
977          */
978 }
979
980 float PlayerInIDList(entity p, string idlist)
981 {
982         float n, i;
983         string s;
984
985         // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
986         if not(p.crypto_idfp)
987                 return 0;
988
989         // this function allows abbreviated player IDs too!
990         n = tokenize_console(idlist);
991         for(i = 0; i < n; ++i)
992         {
993                 s = argv(i);
994                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
995                         return 1;
996         }
997
998         return 0;
999 }
1000
1001 /*
1002 =============
1003 ClientConnect
1004
1005 Called when a client connects to the server
1006 =============
1007 */
1008 void DecodeLevelParms (void);
1009 //void dom_player_join_team(entity pl);
1010 void set_dom_state(entity e);
1011 void ClientConnect (void)
1012 {
1013         float t;
1014
1015         if(IS_CLIENT(self))
1016         {
1017                 print("Warning: ClientConnect, but already connected!\n");
1018                 return;
1019         }
1020
1021         if(Ban_MaybeEnforceBanOnce(self))
1022                 return;
1023
1024         DecodeLevelParms();
1025
1026 #ifdef WATERMARK
1027         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1028 #endif
1029
1030         self.classname = "player_joining";
1031
1032         self.flags = FL_CLIENT;
1033         self.version_nagtime = time + 10 + random() * 10;
1034
1035         if(player_count<0)
1036         {
1037                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1038                 player_count = 0;
1039         }
1040
1041         PlayerScore_Attach(self);
1042         ClientData_Attach();
1043         accuracy_init(self);
1044
1045         bot_clientconnect();
1046
1047         playerdemo_init();
1048
1049         anticheat_init();
1050
1051         race_PreSpawnObserver();
1052
1053         // identify the right forced team
1054         if(autocvar_g_campaign)
1055         {
1056                 if(IS_REAL_CLIENT(self)) // only players, not bots
1057                 {
1058                         switch(autocvar_g_campaign_forceteam)
1059                         {
1060                                 case 1: self.team_forced = NUM_TEAM_1; break;
1061                                 case 2: self.team_forced = NUM_TEAM_2; break;
1062                                 case 3: self.team_forced = NUM_TEAM_3; break;
1063                                 case 4: self.team_forced = NUM_TEAM_4; break;
1064                                 default: self.team_forced = 0;
1065                         }
1066                 }
1067         }
1068         else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1069                 self.team_forced = NUM_TEAM_1;
1070         else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1071                 self.team_forced = NUM_TEAM_2;
1072         else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1073                 self.team_forced = NUM_TEAM_3;
1074         else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1075                 self.team_forced = NUM_TEAM_4;
1076         else if(autocvar_g_forced_team_otherwise == "red")
1077                 self.team_forced = NUM_TEAM_1;
1078         else if(autocvar_g_forced_team_otherwise == "blue")
1079                 self.team_forced = NUM_TEAM_2;
1080         else if(autocvar_g_forced_team_otherwise == "yellow")
1081                 self.team_forced = NUM_TEAM_3;
1082         else if(autocvar_g_forced_team_otherwise == "pink")
1083                 self.team_forced = NUM_TEAM_4;
1084         else if(autocvar_g_forced_team_otherwise == "spectate")
1085                 self.team_forced = -1;
1086         else if(autocvar_g_forced_team_otherwise == "spectator")
1087                 self.team_forced = -1;
1088         else
1089                 self.team_forced = 0;
1090
1091         if(!teamplay)
1092                 if(self.team_forced > 0)
1093                         self.team_forced = 0;
1094
1095         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1096
1097         if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
1098                 self.classname = "observer";
1099         } else {
1100                 if(teamplay)
1101                 {
1102                         if(autocvar_g_balance_teams)
1103                         {
1104                                 self.classname = "player";
1105                                 campaign_bots_may_start = 1;
1106                         }
1107                         else
1108                         {
1109                                 self.classname = "observer"; // do it anyway
1110                         }
1111                 }
1112                 else
1113                 {
1114                         self.classname = "player";
1115                         campaign_bots_may_start = 1;
1116                 }
1117         }
1118
1119         self.playerid = (playerid_last = playerid_last + 1);
1120
1121         PlayerStats_AddEvent(sprintf("kills-%d", self.playerid));
1122
1123     if(IS_BOT_CLIENT(self))
1124         PlayerStats_AddPlayer(self);
1125
1126         if(autocvar_sv_eventlog)
1127                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
1128
1129         LogTeamchange(self.playerid, self.team, 1);
1130
1131         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects
1132
1133         self.netname_previous = strzone(self.netname);
1134
1135         if(IS_PLAYER(self) && teamplay)
1136                 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1137         else
1138                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1139
1140         stuffcmd(self, strcat(clientstuff, "\n"));
1141         stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1142
1143         FixClientCvars(self);
1144
1145         // spawnfunc_waypoint sprites
1146         WaypointSprite_InitClient(self);
1147
1148         // Wazat's grappling hook
1149         SetGrappleHookBindings();
1150
1151         // get version info from player
1152         stuffcmd(self, "cmd clientversion $gameversion\n");
1153
1154         // get other cvars from player
1155         GetCvars(0);
1156
1157         // notify about available teams
1158         if(teamplay)
1159         {
1160                 CheckAllowedTeams(self);
1161                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1162                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1163         }
1164         else
1165                 stuffcmd(self, "set _teams_available 0\n");
1166
1167         attach_entcs();
1168
1169         bot_relinkplayerlist();
1170
1171         self.spectatortime = time;
1172         if(blockSpectators)
1173         {
1174                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1175         }
1176
1177         self.jointime = time;
1178         self.allowed_timeouts = autocvar_sv_timeout_number;
1179
1180         if(IS_REAL_CLIENT(self))
1181         {
1182                 if(!autocvar_g_campaign)
1183                 {
1184                         self.motd_actived_time = -1;
1185                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1186                 }
1187
1188                 if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET_TUBA))
1189                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1190         }
1191
1192         if(!sv_foginterval && world.fog != "")
1193                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1194
1195         if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1196         {
1197                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1198                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1199         }
1200         else
1201                 self.hitplotfh = -1;
1202
1203         if(g_race || g_cts) {
1204                 string rr;
1205                 if(g_cts)
1206                         rr = CTS_RECORD;
1207                 else
1208                         rr = RACE_RECORD;
1209
1210                 msg_entity = self;
1211                 race_send_recordtime(MSG_ONE);
1212                 race_send_speedaward(MSG_ONE);
1213
1214                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1215                 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1216                 race_send_speedaward_alltimebest(MSG_ONE);
1217
1218                 float i;
1219                 for (i = 1; i <= RANKINGS_CNT; ++i) {
1220                         race_SendRankings(i, 0, 0, MSG_ONE);
1221                 }
1222         }
1223         else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1224                 send_CSQC_teamnagger();
1225
1226         CheatInitClient();
1227
1228         CSQCMODEL_AUTOINIT();
1229
1230         self.model_randomizer = random();
1231
1232         if(IS_REAL_CLIENT(self))
1233                 sv_notice_join();
1234
1235         MUTATOR_CALLHOOK(ClientConnect);
1236 }
1237 /*
1238 =============
1239 ClientDisconnect
1240
1241 Called when a client disconnects from the server
1242 =============
1243 */
1244 .entity chatbubbleentity;
1245 void ReadyCount();
1246 void ClientDisconnect (void)
1247 {
1248         if(self.vehicle)
1249             vehicles_exit(VHEF_RELESE);
1250
1251         if not(IS_CLIENT(self))
1252         {
1253                 print("Warning: ClientDisconnect without ClientConnect\n");
1254                 return;
1255         }
1256
1257         PlayerStats_AddGlobalInfo(self);
1258
1259         CheatShutdownClient();
1260
1261         if(self.hitplotfh >= 0)
1262         {
1263                 fclose(self.hitplotfh);
1264                 self.hitplotfh = -1;
1265         }
1266
1267         anticheat_report();
1268         anticheat_shutdown();
1269
1270         playerdemo_shutdown();
1271
1272         bot_clientdisconnect();
1273
1274         if(self.entcs)
1275                 detach_entcs();
1276
1277         if(autocvar_sv_eventlog)
1278                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1279                 
1280         Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1281
1282         MUTATOR_CALLHOOK(ClientDisconnect);
1283
1284         Portal_ClearAll(self);
1285         
1286         Unfreeze(self);
1287
1288         RemoveGrapplingHook(self);
1289
1290         // Here, everything has been done that requires this player to be a client.
1291
1292         self.flags &= ~FL_CLIENT;
1293
1294         if (self.chatbubbleentity)
1295                 remove (self.chatbubbleentity);
1296
1297         if (self.killindicator)
1298                 remove (self.killindicator);
1299
1300         WaypointSprite_PlayerGone();
1301
1302         bot_relinkplayerlist();
1303
1304         accuracy_free(self);
1305         ClientData_Detach();
1306         PlayerScore_Detach(self);
1307
1308         if(self.netname_previous)
1309                 strunzone(self.netname_previous);
1310         if(self.clientstatus)
1311                 strunzone(self.clientstatus);
1312         if(self.weaponorder_byimpulse)
1313                 strunzone(self.weaponorder_byimpulse);
1314
1315         ClearPlayerSounds();
1316
1317         if(self.personal)
1318                 remove(self.personal);
1319
1320         self.playerid = 0;
1321         ReadyCount();
1322
1323         // free cvars
1324         GetCvars(-1);
1325 }
1326
1327 .float BUTTON_CHAT;
1328 void ChatBubbleThink()
1329 {
1330         self.nextthink = time;
1331         if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1332         {
1333                 if(self.owner) // but why can that ever be world?
1334                         self.owner.chatbubbleentity = world;
1335                 remove(self);
1336                 return;
1337         }
1338         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1339 #ifdef TETRIS
1340                 || self.owner.tetris_on
1341 #endif
1342         )
1343                 self.model = self.mdl;
1344         else
1345                 self.model = "";
1346 }
1347
1348 void UpdateChatBubble()
1349 {
1350         if (self.alpha < 0)
1351                 return;
1352         // spawn a chatbubble entity if needed
1353         if (!self.chatbubbleentity)
1354         {
1355                 self.chatbubbleentity = spawn();
1356                 self.chatbubbleentity.owner = self;
1357                 self.chatbubbleentity.exteriormodeltoclient = self;
1358                 self.chatbubbleentity.think = ChatBubbleThink;
1359                 self.chatbubbleentity.nextthink = time;
1360                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1361                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1362                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1363                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1364                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1365                 self.chatbubbleentity.model = "";
1366                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1367         }
1368 }
1369
1370
1371 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1372 // added to the model skins
1373 /*void UpdateColorModHack()
1374 {
1375         float c;
1376         c = self.clientcolors & 15;
1377         // LordHavoc: only bothering to support white, green, red, yellow, blue
1378              if (!teamplay) self.colormod = '0 0 0';
1379         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1380         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1381         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1382         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1383         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1384         else self.colormod = '1 1 1';
1385 }*/
1386
1387 void respawn(void)
1388 {
1389         if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1390         {
1391                 self.solid = SOLID_NOT;
1392                 self.takedamage = DAMAGE_NO;
1393                 self.movetype = MOVETYPE_FLY;
1394                 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1395                 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1396                 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1397                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1398                 if(autocvar_g_respawn_ghosts_maxtime)
1399                         SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1400         }
1401
1402         CopyBody(1);
1403
1404         self.effects |= EF_NODRAW; // prevent another CopyBody
1405         PutClientInServer();
1406 }
1407
1408 void play_countdown(float finished, string samp)
1409 {
1410         if(IS_REAL_CLIENT(self))
1411                 if(floor(finished - time - frametime) != floor(finished - time))
1412                         if(finished - time < 6)
1413                                 sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1414 }
1415
1416 void player_powerups (void)
1417 {
1418         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1419         olditems = self.items;
1420
1421         if((self.items & IT_USING_JETPACK) && !self.deadflag)
1422                 self.modelflags |= MF_ROCKET;
1423         else
1424                 self.modelflags &= ~MF_ROCKET;
1425
1426         self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1427
1428         if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1429                 return;
1430
1431         Fire_ApplyDamage(self);
1432         Fire_ApplyEffect(self);
1433
1434         if not(g_minstagib)
1435         {
1436                 if (self.items & IT_STRENGTH)
1437                 {
1438                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1439                         self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1440                         if (time > self.strength_finished)
1441                         {
1442                                 self.items = self.items - (self.items & IT_STRENGTH);
1443                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1444                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1445                         }
1446                 }
1447                 else
1448                 {
1449                         if (time < self.strength_finished)
1450                         {
1451                                 self.items = self.items | IT_STRENGTH;
1452                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1453                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1454                         }
1455                 }
1456                 if (self.items & IT_INVINCIBLE)
1457                 {
1458                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1459                         self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1460                         if (time > self.invincible_finished)
1461                         {
1462                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1463                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1464                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1465                         }
1466                 }
1467                 else
1468                 {
1469                         if (time < self.invincible_finished)
1470                         {
1471                                 self.items = self.items | IT_INVINCIBLE;
1472                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1473                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1474                         }
1475                 }
1476                 if (self.items & IT_SUPERWEAPON)
1477                 {
1478                         if (!(self.weapons & WEPSET_SUPERWEAPONS))
1479                         {
1480                                 self.superweapons_finished = 0;
1481                                 self.items = self.items - (self.items & IT_SUPERWEAPON);
1482                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1483                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1484                         }
1485                         else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1486                         {
1487                                 // don't let them run out
1488                         }
1489                         else
1490                         {
1491                                 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1492                                 if (time > self.superweapons_finished)
1493                                 {
1494                                         self.items = self.items - (self.items & IT_SUPERWEAPON);
1495                                         self.weapons &= ~WEPSET_SUPERWEAPONS;
1496                                         //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1497                                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1498                                 }
1499                         }
1500                 }
1501                 else if(self.weapons & WEPSET_SUPERWEAPONS)
1502                 {
1503                         if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1504                         {
1505                                 self.items = self.items | IT_SUPERWEAPON;
1506                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1507                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1508                         }
1509                         else
1510                         {
1511                                 self.superweapons_finished = 0;
1512                                 self.weapons &= ~WEPSET_SUPERWEAPONS;
1513                         }
1514                 }
1515                 else
1516                 {
1517                         self.superweapons_finished = 0;
1518                 }
1519         }
1520         
1521         if(autocvar_g_nodepthtestplayers)
1522                 self.effects = self.effects | EF_NODEPTHTEST;
1523
1524         if(autocvar_g_fullbrightplayers)
1525                 self.effects = self.effects | EF_FULLBRIGHT;
1526
1527         if (time >= game_starttime)
1528         if (time < self.spawnshieldtime)
1529                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1530
1531         MUTATOR_CALLHOOK(PlayerPowerups);
1532 }
1533
1534 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1535 {
1536         if(current > stable)
1537                 return current;
1538         else if(current > stable - 0.25) // when close enough, "snap"
1539                 return stable;
1540         else
1541                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1542 }
1543
1544 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1545 {
1546         if(current < stable)
1547                 return current;
1548         else if(current < stable + 0.25) // when close enough, "snap"
1549                 return stable;
1550         else
1551                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1552 }
1553
1554 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1555 {
1556         if(current > rotstable)
1557         {
1558                 if(rotframetime > 0)
1559                 {
1560                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1561                         current = max(rotstable, current - rotlinear * rotframetime);
1562                 }
1563         }
1564         else if(current < regenstable)
1565         {
1566                 if(regenframetime > 0)
1567                 {
1568                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1569                         current = min(regenstable, current + regenlinear * regenframetime);
1570                 }
1571         }
1572
1573         if(current > limit)
1574                 current = limit;
1575
1576         return current;
1577 }
1578
1579 void player_regen (void)
1580 {
1581         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
1582         maxh = autocvar_g_balance_health_rotstable;
1583         maxa = autocvar_g_balance_armor_rotstable;
1584         maxf = autocvar_g_balance_fuel_rotstable;
1585         minh = autocvar_g_balance_health_regenstable;
1586         mina = autocvar_g_balance_armor_regenstable;
1587         minf = autocvar_g_balance_fuel_regenstable;
1588         limith = autocvar_g_balance_health_limit;
1589         limita = autocvar_g_balance_armor_limit;
1590         limitf = autocvar_g_balance_fuel_limit;
1591
1592         max_mod = regen_mod = rot_mod = limit_mod = 1;
1593
1594         maxh = maxh * max_mod;
1595         //maxa = maxa * max_mod;
1596         //maxf = maxf * max_mod;
1597         minh = minh * max_mod;
1598         //mina = mina * max_mod;
1599         //minf = minf * max_mod;
1600         limith = limith * limit_mod;
1601         limita = limita * limit_mod;
1602         //limitf = limitf * limit_mod;
1603
1604         if(g_ca)
1605                 rot_mod = 0;
1606
1607         if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
1608         {
1609                 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);
1610                 self.health = CalcRotRegen(self.health, minh, autocvar_g_balance_health_regen, autocvar_g_balance_health_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished), maxh, autocvar_g_balance_health_rot, autocvar_g_balance_health_rotlinear, rot_mod * frametime * (time > self.pauserothealth_finished), limith);
1611
1612                 // if player rotted to death...  die!
1613                 if(self.health < 1)
1614                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1615         }
1616
1617         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1618                 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished) * ((self.items & IT_FUEL_REGEN) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, rot_mod * frametime * (time > self.pauserotfuel_finished), limitf);
1619 }
1620
1621 float zoomstate_set;
1622 void SetZoomState(float z)
1623 {
1624         if(z != self.zoomstate)
1625         {
1626                 self.zoomstate = z;
1627                 ClientData_Touch(self);
1628         }
1629         zoomstate_set = 1;
1630 }
1631
1632 void GetPressedKeys(void) {
1633         MUTATOR_CALLHOOK(GetPressedKeys);
1634         if (self.movement_x > 0) // get if movement keys are pressed
1635         {       // forward key pressed
1636                 self.pressedkeys |= KEY_FORWARD;
1637                 self.pressedkeys &= ~KEY_BACKWARD;
1638         }
1639         else if (self.movement_x < 0)
1640         {       // backward key pressed
1641                 self.pressedkeys |= KEY_BACKWARD;
1642                 self.pressedkeys &= ~KEY_FORWARD;
1643         }
1644         else
1645         {       // no x input
1646                 self.pressedkeys &= ~KEY_FORWARD;
1647                 self.pressedkeys &= ~KEY_BACKWARD;
1648         }
1649
1650         if (self.movement_y > 0)
1651         {       // right key pressed
1652                 self.pressedkeys |= KEY_RIGHT;
1653                 self.pressedkeys &= ~KEY_LEFT;
1654         }
1655         else if (self.movement_y < 0)
1656         {       // left key pressed
1657                 self.pressedkeys |= KEY_LEFT;
1658                 self.pressedkeys &= ~KEY_RIGHT;
1659         }
1660         else
1661         {       // no y input
1662                 self.pressedkeys &= ~KEY_RIGHT;
1663                 self.pressedkeys &= ~KEY_LEFT;
1664         }
1665
1666         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
1667                 self.pressedkeys |= KEY_JUMP;
1668         else
1669                 self.pressedkeys &= ~KEY_JUMP;
1670         if (self.BUTTON_CROUCH)
1671                 self.pressedkeys |= KEY_CROUCH;
1672         else
1673                 self.pressedkeys &= ~KEY_CROUCH;
1674
1675         if (self.BUTTON_ATCK)
1676                 self.pressedkeys |= KEY_ATCK;
1677         else
1678                 self.pressedkeys &= ~KEY_ATCK;
1679         if (self.BUTTON_ATCK2)
1680                 self.pressedkeys |= KEY_ATCK2;
1681         else
1682                 self.pressedkeys &= ~KEY_ATCK2;
1683 }
1684
1685 /*
1686 ======================
1687 spectate mode routines
1688 ======================
1689 */
1690
1691 void SpectateCopy(entity spectatee) {
1692         other = spectatee;
1693         MUTATOR_CALLHOOK(SpectateCopy);
1694         self.armortype = spectatee.armortype;
1695         self.armorvalue = spectatee.armorvalue;
1696         self.ammo_cells = spectatee.ammo_cells;
1697         self.ammo_shells = spectatee.ammo_shells;
1698         self.ammo_nails = spectatee.ammo_nails;
1699         self.ammo_rockets = spectatee.ammo_rockets;
1700         self.ammo_fuel = spectatee.ammo_fuel;
1701         self.clip_load = spectatee.clip_load;
1702         self.clip_size = spectatee.clip_size;
1703         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1704         self.health = spectatee.health;
1705         self.impulse = 0;
1706         self.items = spectatee.items;
1707         self.last_pickup = spectatee.last_pickup;
1708         self.hit_time = spectatee.hit_time;
1709         self.metertime = spectatee.metertime;
1710         self.strength_finished = spectatee.strength_finished;
1711         self.invincible_finished = spectatee.invincible_finished;
1712         self.pressedkeys = spectatee.pressedkeys;
1713         self.weapons = spectatee.weapons;
1714         self.switchweapon = spectatee.switchweapon;
1715         self.switchingweapon = spectatee.switchingweapon;
1716         self.weapon = spectatee.weapon;
1717         self.nex_charge = spectatee.nex_charge;
1718         self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
1719         self.hagar_load = spectatee.hagar_load;
1720         self.minelayer_mines = spectatee.minelayer_mines;
1721         self.punchangle = spectatee.punchangle;
1722         self.view_ofs = spectatee.view_ofs;
1723         self.velocity = spectatee.velocity;
1724         self.dmg_take = spectatee.dmg_take;
1725         self.dmg_save = spectatee.dmg_save;
1726         self.dmg_inflictor = spectatee.dmg_inflictor;
1727         self.v_angle = spectatee.v_angle;
1728         self.angles = spectatee.v_angle;
1729         self.frozen = spectatee.frozen;
1730         self.revive_progress = spectatee.revive_progress;
1731         if(!self.BUTTON_USE)
1732                 self.fixangle = TRUE;
1733         setorigin(self, spectatee.origin);
1734         setsize(self, spectatee.mins, spectatee.maxs);
1735         SetZoomState(spectatee.zoomstate);
1736     
1737     anticheat_spectatecopy(spectatee);
1738         self.hud = spectatee.hud;
1739         if(spectatee.vehicle)
1740     {
1741         self.fixangle = FALSE;
1742         //self.velocity = spectatee.vehicle.velocity;
1743         self.vehicle_health = spectatee.vehicle_health;
1744         self.vehicle_shield = spectatee.vehicle_shield;
1745         self.vehicle_energy = spectatee.vehicle_energy;
1746         self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1747         self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1748         self.vehicle_reload1 = spectatee.vehicle_reload1;
1749         self.vehicle_reload2 = spectatee.vehicle_reload2;
1750
1751         msg_entity = self;
1752         
1753         WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1754             WriteAngle(MSG_ONE,  spectatee.v_angle_x);
1755             WriteAngle(MSG_ONE,  spectatee.v_angle_y);
1756             WriteAngle(MSG_ONE,  spectatee.v_angle_z);
1757
1758         //WriteByte (MSG_ONE, SVC_SETVIEW);
1759         //    WriteEntity(MSG_ONE, self);            
1760         //makevectors(spectatee.v_angle);
1761         //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/    
1762     }
1763 }
1764
1765 float SpectateUpdate() {
1766         if(!self.enemy)
1767             return 0;           
1768
1769         if (self == self.enemy)
1770                 return 0;
1771
1772         if not(IS_PLAYER(self.enemy))
1773                 return 0;
1774
1775         SpectateCopy(self.enemy);
1776
1777         return 1;
1778 }
1779
1780
1781 float SpectateSet()
1782 {
1783         if(self.enemy.classname != "player")
1784                 return FALSE;
1785         /*if(self.enemy.vehicle)
1786         {
1787
1788                 msg_entity = self;
1789                 WriteByte(MSG_ONE, SVC_SETVIEW);
1790                 WriteEntity(MSG_ONE, self.enemy);
1791                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1792
1793                 self.movetype = MOVETYPE_NONE;
1794                 accuracy_resend(self);
1795         }
1796         else
1797         {*/
1798                 msg_entity = self;
1799                 WriteByte(MSG_ONE, SVC_SETVIEW);
1800                 WriteEntity(MSG_ONE, self.enemy);
1801                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1802                 self.movetype = MOVETYPE_NONE;
1803                 accuracy_resend(self);
1804
1805                 if(!SpectateUpdate())
1806                         PutObserverInServer();
1807         //}
1808         return TRUE;
1809 }
1810
1811 float Spectate(entity pl)
1812 {
1813         if(g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1814         if(pl.team != self.team)
1815                 return 0;
1816
1817         self.enemy = pl;
1818         return SpectateSet();
1819 }
1820
1821 // Returns next available player to spectate if g_ca_spectate_enemies == 0
1822 entity CA_SpectateNext(entity start) {
1823         if (start.team == self.team) {
1824                 return start;
1825         }
1826         
1827         other = start;
1828         // continue from current player
1829         while(other && other.team != self.team) {
1830                 other = find(other, classname, "player");
1831         }
1832         
1833         if (!other) {
1834                 // restart from begining
1835                 other = find(other, classname, "player");
1836                 while(other && other.team != self.team) {
1837                         other = find(other, classname, "player");
1838                 }
1839         }
1840         
1841         return other;
1842 }
1843
1844 float SpectateNext()
1845 {
1846         other = find(self.enemy, classname, "player");
1847
1848         if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
1849                 // CA and ca players when spectating enemies is forbidden
1850                 other = CA_SpectateNext(other);
1851         } else {
1852                 // other modes and ca spectators or spectating enemies is allowed
1853                 if (!other)
1854                         other = find(other, classname, "player");
1855         }
1856
1857         if (other)
1858                 self.enemy = other;
1859
1860         return SpectateSet();
1861 }
1862
1863 float SpectatePrev()
1864 {
1865         // NOTE: chain order is from the highest to the lower entnum (unlike find)
1866         other = findchain(classname, "player");
1867         if not(other) // no player
1868                 return FALSE;
1869
1870         entity first = other;
1871         // skip players until current spectated player
1872         if(self.enemy)
1873         while(other && other != self.enemy)
1874                 other = other.chain;
1875
1876         if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1877         {
1878                 do { other = other.chain; }
1879                 while(other && other.team != self.team);
1880
1881                 if not(other)
1882                 {
1883                         other = first;
1884                         while(other.team != self.team)
1885                                 other = other.chain;
1886                         if(other == self.enemy)
1887                                 return TRUE;
1888                 }
1889         }
1890         else
1891         {
1892                 if(other.chain)
1893                         other = other.chain;
1894                 else
1895                         other = first;
1896         }
1897         self.enemy = other;
1898         return SpectateSet();
1899 }
1900
1901 /*
1902 =============
1903 ShowRespawnCountdown()
1904
1905 Update a respawn countdown display.
1906 =============
1907 */
1908 void ShowRespawnCountdown()
1909 {
1910         float number;
1911         if(self.deadflag == DEAD_NO) // just respawned?
1912                 return;
1913         else
1914         {
1915                 number = ceil(self.respawn_time - time);
1916                 if(number <= 0)
1917                         return;
1918                 if(number <= self.respawn_countdown)
1919                 {
1920                         self.respawn_countdown = number - 1;
1921                         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
1922                                 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1923                 }
1924         }
1925 }
1926
1927 void LeaveSpectatorMode()
1928 {
1929         if(self.caplayer)
1930                 return;
1931         if(nJoinAllowed(self))
1932         {
1933                 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1934                 {
1935                         self.classname = "player";
1936
1937                         if(autocvar_g_campaign || autocvar_g_balance_teams)
1938                                 { JoinBestTeam(self, FALSE, TRUE); }
1939
1940                         if(autocvar_g_campaign)
1941                                 { campaign_bots_may_start = 1; }
1942
1943                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
1944
1945                         PutClientInServer();
1946
1947                         if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
1948                 }
1949                 else
1950                         stuffcmd(self, "menu_showteamselect\n");
1951         }
1952         else
1953         {
1954                 // Player may not join because g_maxplayers is set
1955                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
1956         }
1957 }
1958
1959 /**
1960  * Determines whether the player is allowed to join. This depends on cvar
1961  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
1962  * it checks whether the number of currently playing players exceeds g_maxplayers.
1963  * @return int number of free slots for players, 0 if none
1964  */
1965 float nJoinAllowed(entity ignore) {
1966         if(!ignore)
1967         // this is called that way when checking if anyone may be able to join (to build qcstatus)
1968         // so report 0 free slots if restricted
1969         {
1970                 if(autocvar_g_forced_team_otherwise == "spectate")
1971                         return 0;
1972                 if(autocvar_g_forced_team_otherwise == "spectator")
1973                         return 0;
1974         }
1975
1976         if(self.team_forced < 0)
1977                 return 0; // forced spectators can never join
1978
1979         // TODO simplify this
1980         entity e;
1981         float totalClients = 0;
1982         FOR_EACH_CLIENT(e)
1983                 if(e != ignore)
1984                         totalClients += 1;
1985
1986         if (!autocvar_g_maxplayers)
1987                 return maxclients - totalClients;
1988
1989         float currentlyPlaying = 0;
1990         FOR_EACH_REALCLIENT(e)
1991                 if(IS_PLAYER(e) || e.caplayer == 1)
1992                         currentlyPlaying += 1;
1993
1994         if(currentlyPlaying < autocvar_g_maxplayers)
1995                 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1996
1997         return 0;
1998 }
1999
2000 /**
2001  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2002  * g_maxplayers_spectator_blocktime seconds
2003  */
2004 void checkSpectatorBlock() {
2005         if(IS_SPEC(self) || IS_OBSERVER(self)) {
2006                 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2007                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2008                         dropclient(self);
2009                 }
2010         }
2011 }
2012
2013 void PrintWelcomeMessage()
2014 {
2015         if(self.motd_actived_time == 0)
2016         {
2017                 if (autocvar_g_campaign) {
2018                         if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
2019                                 self.motd_actived_time = time;
2020                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
2021                         }
2022                 } else {
2023                         if (self.BUTTON_INFO) {
2024                                 self.motd_actived_time = time;
2025                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2026                         }
2027                 }
2028         }
2029         else if(self.motd_actived_time > 0) // showing MOTD or campaign message
2030         {
2031                 if (autocvar_g_campaign) {
2032                         if (self.BUTTON_INFO)
2033                                 self.motd_actived_time = time;
2034                         else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
2035                                 self.motd_actived_time = 0;
2036                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2037                         }
2038                 } else {
2039                         if (self.BUTTON_INFO)
2040                                 self.motd_actived_time = time;
2041                         else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2042                                 self.motd_actived_time = 0;
2043                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2044                         }
2045                 }
2046         }
2047         else //if(self.motd_actived_time < 0) // just connected, motd is active
2048         {
2049                 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
2050                         self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2051                 else if(self.motd_actived_time == -2 || IS_PLAYER(self) || time - self.jointime > autocvar_welcome_message_time)
2052                 {
2053                         // instanctly hide MOTD
2054                         self.motd_actived_time = 0;
2055                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2056                 }
2057         }
2058 }
2059
2060 void ObserverThink()
2061 {
2062         float prefered_movetype;
2063         if (self.flags & FL_JUMPRELEASED) {
2064                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2065                         self.flags &= ~FL_JUMPRELEASED;
2066                         self.flags |= FL_SPAWNING;
2067                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2068                         self.flags &= ~FL_JUMPRELEASED;
2069                         if(SpectateNext()) {
2070                                 self.classname = "spectator";
2071                         }
2072                 } else {
2073                         prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2074                         if (self.movetype != prefered_movetype)
2075                                 self.movetype = prefered_movetype;
2076                 }
2077         } else {
2078                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2079                         self.flags |= FL_JUMPRELEASED;
2080                         if(self.flags & FL_SPAWNING)
2081                         {
2082                                 self.flags &= ~FL_SPAWNING;
2083                                 LeaveSpectatorMode();
2084                                 return;
2085                         }
2086                 }
2087         }
2088 }
2089
2090 void SpectatorThink()
2091 {
2092         if (self.flags & FL_JUMPRELEASED) {
2093                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2094                         self.flags &= ~FL_JUMPRELEASED;
2095                         self.flags |= FL_SPAWNING;
2096                 } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
2097                         self.flags &= ~FL_JUMPRELEASED;
2098                         if(SpectateNext()) {
2099                                 self.classname = "spectator";
2100                         } else {
2101                                 self.classname = "observer";
2102                                 PutClientInServer();
2103                         }
2104                         self.impulse = 0;
2105                 } else if(self.impulse == 12 || self.impulse == 16  || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
2106                         self.flags &= ~FL_JUMPRELEASED;
2107                         if(SpectatePrev()) {
2108                                 self.classname = "spectator";
2109                         } else {
2110                                 self.classname = "observer";
2111                                 PutClientInServer();
2112                         }
2113                         self.impulse = 0;
2114                 } else if (self.BUTTON_ATCK2) {
2115                         self.flags &= ~FL_JUMPRELEASED;
2116                         self.classname = "observer";
2117                         PutClientInServer();
2118                 } else {
2119                         if(!SpectateUpdate())
2120                                 PutObserverInServer();
2121                 }
2122         } else {
2123                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2124                         self.flags |= FL_JUMPRELEASED;
2125                         if(self.flags & FL_SPAWNING)
2126                         {
2127                                 self.flags &= ~FL_SPAWNING;
2128                                 LeaveSpectatorMode();
2129                                 return;
2130                         }
2131                 }
2132                 if(!SpectateUpdate())
2133                         PutObserverInServer();
2134         }
2135
2136         self.flags |= FL_CLIENT | FL_NOTARGET;
2137 }
2138
2139 void PlayerUseKey()
2140 {
2141         if not(IS_PLAYER(self))
2142                 return;
2143
2144         if(self.vehicle)
2145         {
2146         vehicles_exit(VHEF_NORMAL);
2147         return;
2148         }
2149         
2150         // a use key was pressed; call handlers
2151         MUTATOR_CALLHOOK(PlayerUseKey);
2152 }
2153
2154 /*
2155 =============
2156 PlayerPreThink
2157
2158 Called every frame for each client before the physics are run
2159 =============
2160 */
2161 .float usekeypressed;
2162 void() nexball_setstatus;
2163 .float items_added;
2164 void PlayerPreThink (void)
2165 {
2166         WarpZone_PlayerPhysics_FixVAngle();
2167
2168         self.stat_game_starttime = game_starttime;
2169         self.stat_round_starttime = round_starttime;
2170         self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2171         self.stat_leadlimit = autocvar_leadlimit;
2172
2173         if(frametime)
2174         {
2175                 // physics frames: update anticheat stuff
2176                 anticheat_prethink();
2177         }
2178
2179         if(blockSpectators && frametime)
2180                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2181                 checkSpectatorBlock();
2182
2183         zoomstate_set = 0;
2184
2185         if(self.netname_previous != self.netname)
2186         {
2187                 if(autocvar_sv_eventlog)
2188                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2189                 if(self.netname_previous)
2190                         strunzone(self.netname_previous);
2191                 self.netname_previous = strzone(self.netname);
2192         }
2193
2194         // version nagging
2195         if(self.version_nagtime)
2196                 if(self.cvar_g_xonoticversion)
2197                         if(time > self.version_nagtime)
2198                         {
2199                                 // don't notify git users
2200                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2201                                 {
2202                                         if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2203                                         {
2204                                                 // notify release users if connecting to git
2205                                                 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2206                                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2207                                         }
2208                                         else
2209                                         {
2210                                                 float r;
2211                                                 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2212                                                 if(r < 0)
2213                                                 {
2214                                                         // give users new version
2215                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - ^3Xonotic ", autocvar_g_xonoticversion, "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.org/^1!\n");
2216                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2217                                                 }
2218                                                 else if(r > 0)
2219                                                 {
2220                                                         // notify users about old server version
2221                                                         print("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2222                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2223                                                 }
2224                                         }
2225                                 }
2226                                 self.version_nagtime = 0;
2227                         }
2228
2229         // GOD MODE info
2230         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2231         {
2232                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2233                 self.max_armorvalue = 0;
2234         }
2235
2236 #ifdef TETRIS
2237         if (TetrisPreFrame())
2238                 return;
2239 #endif
2240
2241         if(self.frozen == 2)
2242         {
2243                 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
2244                 self.health = max(1, self.revive_progress * autocvar_g_balance_health_start);
2245                 self.iceblock.alpha = 1 - self.revive_progress;
2246
2247                 if(self.revive_progress >= 1)
2248                         Unfreeze(self);
2249         }
2250
2251         MUTATOR_CALLHOOK(PlayerPreThink);
2252
2253         if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2254         {
2255                 if(self.BUTTON_USE && !self.usekeypressed)
2256                         PlayerUseKey();
2257                 self.usekeypressed = self.BUTTON_USE;
2258         }
2259
2260         if(IS_REAL_CLIENT(self))
2261                 PrintWelcomeMessage();
2262
2263         if(IS_PLAYER(self))
2264         {
2265
2266                 CheckRules_Player();
2267
2268                 if (intermission_running)
2269                 {
2270                         IntermissionThink ();   // otherwise a button could be missed between
2271                         return;                                 // the think tics
2272                 }
2273
2274                 //don't allow the player to turn around while game is paused!
2275                 if(timeout_status == TIMEOUT_ACTIVE) {
2276                         // FIXME turn this into CSQC stuff
2277                         self.v_angle = self.lastV_angle;
2278                         self.angles = self.lastV_angle;
2279                         self.fixangle = TRUE;
2280                 }
2281
2282                 if(frametime)
2283                 {
2284                         if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
2285                         {
2286                                 self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2287                                 self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2288                                 self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2289
2290                                 if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
2291                                 {
2292                                         self.weaponentity_glowmod_x = self.weaponentity_glowmod_x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2293                                         self.weaponentity_glowmod_y = self.weaponentity_glowmod_y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2294                                         self.weaponentity_glowmod_z = self.weaponentity_glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2295                                 }
2296                         }
2297                         else
2298                                 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2299
2300                         player_powerups();
2301                 }
2302
2303                 if (self.deadflag != DEAD_NO)
2304                 {
2305                         if(self.personal && g_race_qualifying)
2306                         {
2307                                 if(time > self.respawn_time)
2308                                 {
2309                                         self.respawn_time = time + 1; // only retry once a second
2310                                         self.stat_respawn_time = self.respawn_time;
2311                                         respawn();
2312                                         self.impulse = 141;
2313                                 }
2314                         }
2315                         else
2316                         {
2317                                 float button_pressed;
2318                                 if(frametime)
2319                                         player_anim();
2320                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2321                                 
2322                                 if (self.deadflag == DEAD_DYING)
2323                                 {
2324                                         if(self.respawn_flags & RESPAWN_FORCE)
2325                                                 self.deadflag = DEAD_RESPAWNING;
2326                                         else if(!button_pressed)
2327                                                 self.deadflag = DEAD_DEAD;
2328                                 }
2329                                 else if (self.deadflag == DEAD_DEAD)
2330                                 {
2331                                         if(button_pressed)
2332                                                 self.deadflag = DEAD_RESPAWNABLE;
2333                                 }
2334                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2335                                 {
2336                                         if(!button_pressed)
2337                                                 self.deadflag = DEAD_RESPAWNING;
2338                                 }
2339                                 else if (self.deadflag == DEAD_RESPAWNING)
2340                                 {
2341                                         if(time > self.respawn_time)
2342                                         {
2343                                                 self.respawn_time = time + 1; // only retry once a second
2344                                                 respawn();
2345                                         }
2346                                 }
2347
2348                                 ShowRespawnCountdown();
2349
2350                                 if(self.respawn_flags & RESPAWN_SILENT)
2351                                         self.stat_respawn_time = 0;
2352                                 else
2353                                         self.stat_respawn_time = self.respawn_time;
2354                         }
2355
2356                         // if respawning, invert stat_respawn_time to indicate this, the client translates it
2357                         if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2358                                 self.stat_respawn_time *= -1;
2359
2360                         return;
2361                 }
2362
2363                 self.prevorigin = self.origin;
2364
2365                 float do_crouch = self.BUTTON_CROUCH;
2366                 if(self.hook.state)
2367                         do_crouch = 0;
2368                 if(self.vehicle)
2369                         do_crouch = 0;
2370                 if(self.frozen)
2371                         do_crouch = 0;
2372                 if(self.weapon == WEP_SHOTGUN && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2373                         do_crouch = 0;
2374
2375                 if (do_crouch)
2376                 {
2377                         if (!self.crouch)
2378                         {
2379                                 self.crouch = TRUE;
2380                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2381                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2382                                 // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
2383                         }
2384                 }
2385                 else
2386                 {
2387                         if (self.crouch)
2388                         {
2389                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2390                                 if (!trace_startsolid)
2391                                 {
2392                                         self.crouch = FALSE;
2393                                         self.view_ofs = PL_VIEW_OFS;
2394                                         setsize (self, PL_MIN, PL_MAX);
2395                                 }
2396                         }
2397                 }
2398
2399                 FixPlayermodel();
2400
2401                 GrapplingHookFrame();
2402
2403                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2404                 //if(frametime)
2405                 {
2406                         self.items &= ~self.items_added;
2407
2408                         W_WeaponFrame();
2409
2410                         self.items_added = 0;
2411                         if(self.items & IT_JETPACK)
2412                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2413                                         self.items_added |= IT_FUEL;
2414
2415                         self.items |= self.items_added;
2416                 }
2417
2418                 player_regen();
2419
2420                 // rot nex charge to the charge limit
2421                 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2422                         self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2423
2424                 if(frametime)
2425                         player_anim();
2426                 
2427                 // secret status
2428                 secrets_setstatus();
2429                 
2430                 // monsters status
2431                 monsters_setstatus();
2432                 
2433                 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2434
2435                 //self.angles_y=self.v_angle_y + 90;   // temp
2436         } else if(gameover) {
2437                 if (intermission_running)
2438                         IntermissionThink ();   // otherwise a button could be missed between
2439                 return;
2440         } else if(IS_OBSERVER(self)) {
2441                 ObserverThink();
2442         } else if(IS_SPEC(self)) {
2443                 SpectatorThink();
2444         }
2445
2446         if(!zoomstate_set)
2447                 SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_RIFLE && autocvar_g_balance_rifle_secondary == 0));
2448
2449         float oldspectatee_status;
2450         oldspectatee_status = self.spectatee_status;
2451         if(IS_SPEC(self))
2452                 self.spectatee_status = num_for_edict(self.enemy);
2453         else if(IS_OBSERVER(self))
2454                 self.spectatee_status = num_for_edict(self);
2455         else
2456                 self.spectatee_status = 0;
2457         if(self.spectatee_status != oldspectatee_status)
2458         {
2459                 ClientData_Touch(self);
2460                 if(g_race || g_cts)
2461                         race_InitSpectator();
2462         }
2463
2464         if(self.teamkill_soundtime)
2465         if(time > self.teamkill_soundtime)
2466         {
2467                 self.teamkill_soundtime = 0;
2468
2469                 entity oldpusher, oldself;
2470
2471                 oldself = self; self = self.teamkill_soundsource;
2472                 oldpusher = self.pusher; self.pusher = oldself;
2473
2474                 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2475
2476                 self.pusher = oldpusher;
2477                 self = oldself;
2478         }
2479
2480         if(self.taunt_soundtime)
2481         if(time > self.taunt_soundtime)
2482         {
2483                 self.taunt_soundtime = 0;
2484                 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2485         }
2486
2487         target_voicescript_next(self);
2488
2489         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2490         if(!self.weapon)
2491                 self.clip_load = self.clip_size = 0;
2492 }
2493
2494 float isInvisibleString(string s)
2495 {
2496         float i, n, c;
2497         s = strdecolorize(s);
2498         for((i = 0), (n = strlen(s)); i < n; ++i)
2499         {
2500                 c = str2chr(s, i);
2501                 switch(c)
2502                 {
2503                         case 0:
2504                         case 32: // space
2505                                 break;
2506                         case 192: // charmap space
2507                                 if (!autocvar_utf8_enable)
2508                                         break;
2509                                 return FALSE;
2510                         case 160: // space in unicode fonts
2511                         case 0xE000 + 192: // utf8 charmap space
2512                                 if (autocvar_utf8_enable)
2513                                         break;
2514                         default:
2515                                 return FALSE;
2516                 }
2517         }
2518         return TRUE;
2519 }
2520
2521 /*
2522 =============
2523 PlayerPostThink
2524
2525 Called every frame for each client after the physics are run
2526 =============
2527 */
2528 .float idlekick_lasttimeleft;
2529 void PlayerPostThink (void)
2530 {
2531         // Savage: Check for nameless players
2532         if (isInvisibleString(self.netname)) {
2533                 self.netname = "Player";
2534                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2535         }
2536
2537         if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2538         if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2539         {
2540                 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2541                 {
2542                         if(self.idlekick_lasttimeleft)
2543                         {
2544                                 self.idlekick_lasttimeleft = 0;
2545                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2546                         }
2547                 }
2548                 else
2549                 {
2550                         float timeleft;
2551                         timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2552                         if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2553                         {
2554                                 if(!self.idlekick_lasttimeleft)
2555                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2556                         }
2557                         if(timeleft <= 0)
2558                         {
2559                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2560                                 dropclient(self);
2561                                 return;
2562                         }
2563                         else if(timeleft <= 10)
2564                         {
2565                                 if(timeleft != self.idlekick_lasttimeleft)
2566                                         { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2567                                 self.idlekick_lasttimeleft = timeleft;
2568                         }
2569                 }
2570         }
2571
2572 #ifdef TETRIS
2573         if(self.impulse == 100)
2574                 ImpulseCommands();
2575         if (!TetrisPostFrame())
2576         {
2577 #endif
2578
2579         CheatFrame();
2580
2581         //CheckPlayerJump();
2582
2583         if(IS_PLAYER(self)) {
2584                 CheckRules_Player();
2585                 UpdateChatBubble();
2586                 if (self.impulse)
2587                         ImpulseCommands();
2588                 if (intermission_running)
2589                         return;         // intermission or finale
2590                 GetPressedKeys();
2591         }
2592         
2593 #ifdef TETRIS
2594         }
2595 #endif
2596
2597         /*
2598         float i;
2599         for(i = 0; i < 1000; ++i)
2600         {
2601                 vector end;
2602                 end = self.origin + '0 0 1024' + 512 * randomvec();
2603                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2604                 if(trace_fraction < 1)
2605                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2606                 {
2607                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2608                         break;
2609                 }
2610         }
2611         */
2612
2613         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
2614
2615         if(self.waypointsprite_attachedforcarrier)
2616                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
2617
2618         playerdemo_write();
2619
2620         if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
2621         {
2622                 if not(self.stored_netname)
2623                         self.stored_netname = strzone(uid2name(self.crypto_idfp));
2624                 if(self.stored_netname != self.netname)
2625                 {
2626                         db_put(ServerProgsDB, strcat("/uid2name/", self.crypto_idfp), self.netname);
2627                         strunzone(self.stored_netname);
2628                         self.stored_netname = strzone(self.netname);
2629                 }
2630         }
2631
2632         /*
2633         if(g_race)
2634                 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
2635         */
2636
2637         CSQCMODEL_AUTOUPDATE();
2638 }