]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/cl_client.qc
Merge branch 'master' into Mario/minigames_merge
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_client.qc
1 #include "cl_client.qh"
2
3 #include "waypointsprites.qh"
4
5 #include "anticheat.qh"
6 #include "cl_impulse.qh"
7 #include "cl_player.qh"
8 #include "ent_cs.qh"
9 #include "g_subs.qh"
10 #include "ipban.qh"
11 #include "miscfunctions.qh"
12 #include "portals.qh"
13 #include "teamplay.qh"
14 #include "playerdemo.qh"
15 #include "secret.qh"
16 #include "spawnpoints.qh"
17 #include "g_damage.qh"
18 #include "g_hook.qh"
19 #include "t_teleporters.qh"
20 #include "command/common.qh"
21 #include "cheats.qh"
22 #include "g_world.qh"
23 #include "race.qh"
24 #include "antilag.qh"
25 #include "campaign.qh"
26 #include "command/common.qh"
27
28 #include "bot/bot.qh"
29 #include "bot/navigation.qh"
30
31 #include "vehicles/vehicle.qh"
32
33 #include "weapons/hitplot.qh"
34 #include "weapons/weaponsystem.qh"
35
36 #include "../common/net_notice.qh"
37
38 #include "../common/minigames/sv_minigames.qh"
39
40 #include "../common/items/inventory.qh"
41
42 #include "../common/monsters/sv_monsters.qh"
43
44 #include "../warpzonelib/server.qh"
45
46
47 void send_CSQC_teamnagger() {
48         WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
49         WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
50 }
51
52 float ClientData_Send(entity to, int sf)
53 {
54         if(to != self.owner)
55         {
56                 error("wtf");
57                 return false;
58         }
59
60         entity e;
61
62         e = to;
63         if(IS_SPEC(to))
64                 e = to.enemy;
65
66         sf = 0;
67
68         if(e.race_completed)
69                 sf |= 1; // forced scoreboard
70         if(to.spectatee_status)
71                 sf |= 2; // spectator ent number follows
72         if(e.zoomstate)
73                 sf |= 4; // zoomed
74         if(e.porto_v_angle_held)
75                 sf |= 8; // angles held
76
77         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
78         WriteByte(MSG_ENTITY, sf);
79
80         if(sf & 2)
81                 WriteByte(MSG_ENTITY, to.spectatee_status);
82
83         if(sf & 8)
84         {
85                 WriteAngle(MSG_ENTITY, e.v_angle.x);
86                 WriteAngle(MSG_ENTITY, e.v_angle.y);
87         }
88
89         return true;
90 }
91
92 void ClientData_Attach()
93 {
94         Net_LinkEntity(self.clientdata = spawn(), false, 0, ClientData_Send);
95         self.clientdata.drawonlytoclient = self;
96         self.clientdata.owner = self;
97 }
98
99 void ClientData_Detach()
100 {
101         remove(self.clientdata);
102         self.clientdata = world;
103 }
104
105 void ClientData_Touch(entity e)
106 {
107         e.clientdata.SendFlags = 1;
108
109         // make it spectatable
110         entity e2;
111         FOR_EACH_REALCLIENT(e2)
112         {
113                 if(e2 != e)
114                         if(IS_SPEC(e2))
115                                 if(e2.enemy == e)
116                                         e2.clientdata.SendFlags = 1;
117         }
118 }
119
120 .string netname_previous;
121
122 void SetSpectator(entity player, entity spectatee);
123
124
125 /*
126 =============
127 CheckPlayerModel
128
129 Checks if the argument string can be a valid playermodel.
130 Returns a valid one in doubt.
131 =============
132 */
133 string FallbackPlayerModel;
134 string CheckPlayerModel(string plyermodel) {
135         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
136         {
137                 // note: we cannot summon Don Strunzone here, some player may
138                 // still have the model string set. In case anyone manages how
139                 // to change a cvar default, we'll have a small leak here.
140                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
141         }
142         // only in right path
143         if( substring(plyermodel,0,14) != "models/player/")
144                 return FallbackPlayerModel;
145         // only good file extensions
146         if(substring(plyermodel,-4,4) != ".zym")
147         if(substring(plyermodel,-4,4) != ".dpm")
148         if(substring(plyermodel,-4,4) != ".iqm")
149         if(substring(plyermodel,-4,4) != ".md3")
150         if(substring(plyermodel,-4,4) != ".psk")
151                 return FallbackPlayerModel;
152         // forbid the LOD models
153         if(substring(plyermodel, -9,5) == "_lod1")
154                 return FallbackPlayerModel;
155         if(substring(plyermodel, -9,5) == "_lod2")
156                 return FallbackPlayerModel;
157         if(plyermodel != strtolower(plyermodel))
158                 return FallbackPlayerModel;
159         // also, restrict to server models
160         if(autocvar_sv_servermodelsonly)
161         {
162                 if(!fexists(plyermodel))
163                         return FallbackPlayerModel;
164         }
165         return plyermodel;
166 }
167
168 void setplayermodel(entity e, string modelname)
169 {
170         precache_model(modelname);
171         setmodel(e, modelname);
172         player_setupanimsformodel();
173         UpdatePlayerSounds();
174 }
175
176 /*
177 =============
178 PutObserverInServer
179
180 putting a client as observer in the server
181 =============
182 */
183 void FixPlayermodel();
184 void PutObserverInServer (void)
185 {
186         entity  spot;
187     self.hud = HUD_NORMAL;
188
189         if(IS_PLAYER(self)) { pointparticles(particleeffectnum("spawn_event_neutral"), self.origin, '0 0 0', 1); }
190
191         spot = SelectSpawnPoint (true);
192         if(!spot)
193                 error("No spawnpoints for observers?!?\n");
194         RemoveGrapplingHook(self); // Wazat's Grappling Hook
195
196         if(IS_REAL_CLIENT(self))
197         {
198                 msg_entity = self;
199                 WriteByte(MSG_ONE, SVC_SETVIEW);
200                 WriteEntity(MSG_ONE, self);
201         }
202
203         self.frags = FRAGS_SPECTATOR;
204
205         MUTATOR_CALLHOOK(MakePlayerObserver);
206
207         Portal_ClearAll(self);
208
209         Unfreeze(self);
210
211         if(self.alivetime)
212         {
213                 if(!warmup_stage)
214                         PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
215                 self.alivetime = 0;
216         }
217
218         if(self.vehicle)
219                 vehicles_exit(VHEF_RELESE);
220
221         WaypointSprite_PlayerDead();
222
223         if (!g_ca)  // don't reset teams when moving a ca player to the spectators
224                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog
225
226         if(self.killcount != -666)
227         {
228                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
229                 if(autocvar_g_chat_nospectators == 1 || (cvar("g_warmup") && !(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
230                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_CHAT_NOSPECTATORS);
231
232                 if(self.just_joined == false) {
233                         LogTeamchange(self.playerid, -1, 4);
234                 } else
235                         self.just_joined = false;
236         }
237
238         PlayerScore_Clear(self); // clear scores when needed
239
240         accuracy_resend(self);
241
242         self.spectatortime = time;
243
244         self.classname = "observer";
245         self.iscreature = false;
246         self.teleportable = TELEPORT_SIMPLE;
247         self.damagedbycontents = false;
248         self.health = -666;
249         self.takedamage = DAMAGE_NO;
250         self.solid = SOLID_NOT;
251         self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
252         self.flags = FL_CLIENT | FL_NOTARGET;
253         self.armorvalue = 666;
254         self.effects = 0;
255         self.armorvalue = autocvar_g_balance_armor_start;
256         self.pauserotarmor_finished = 0;
257         self.pauserothealth_finished = 0;
258         self.pauseregen_finished = 0;
259         self.damageforcescale = 0;
260         self.death_time = 0;
261         self.respawn_flags = 0;
262         self.respawn_time = 0;
263         self.stat_respawn_time = 0;
264         self.alpha = 0;
265         self.scale = 0;
266         self.fade_time = 0;
267         self.pain_frame = 0;
268         self.pain_finished = 0;
269         self.strength_finished = 0;
270         self.invincible_finished = 0;
271         self.superweapons_finished = 0;
272         self.pushltime = 0;
273         self.istypefrag = 0;
274         self.think = func_null;
275         self.nextthink = 0;
276         self.hook_time = 0;
277         self.deadflag = DEAD_NO;
278         self.angles = spot.angles;
279         self.angles_z = 0;
280         self.fixangle = true;
281         self.crouch = false;
282         self.revival_time = 0;
283
284         setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
285         self.prevorigin = self.origin;
286         self.items = 0;
287         self.weapons = '0 0 0';
288         self.model = "";
289         FixPlayermodel();
290         setmodel(self, "null");
291         self.drawonlytoclient = self;
292
293         setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
294         self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
295
296         self.weapon = 0;
297         self.weaponname = "";
298         self.switchingweapon = 0;
299         self.weaponmodel = "";
300         self.weaponentity = world;
301         self.exteriorweaponentity = world;
302         self.killcount = -666;
303         self.velocity = '0 0 0';
304         self.avelocity = '0 0 0';
305         self.punchangle = '0 0 0';
306         self.punchvector = '0 0 0';
307         self.oldvelocity = self.velocity;
308         self.fire_endtime = -1;
309         self.event_damage = func_null;
310 }
311
312 .float model_randomizer;
313 void FixPlayermodel()
314 {
315         string defaultmodel;
316         float defaultskin, chmdl, oldskin, n, i;
317         vector m1, m2;
318
319         defaultmodel = "";
320         defaultskin = 0;
321         chmdl = false;
322
323         if(autocvar_sv_defaultcharacter)
324         {
325                 if(teamplay)
326                 {
327                         string s;
328                         s = Static_Team_ColorName_Lower(self.team);
329                         if(s != "neutral")
330                         {
331                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
332                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
333                         }
334                 }
335
336                 if(defaultmodel == "")
337                 {
338                         defaultmodel = autocvar_sv_defaultplayermodel;
339                         defaultskin = autocvar_sv_defaultplayerskin;
340                 }
341
342                 n = tokenize_console(defaultmodel);
343                 if(n > 0)
344                 {
345                         defaultmodel = argv(floor(n * self.model_randomizer));
346                         // However, do NOT randomize if the player-selected model is in the list.
347                         for (i = 0; i < n; ++i)
348                                 if ((argv(i) == self.playermodel && defaultskin == stof(self.playerskin)) || argv(i) == strcat(self.playermodel, ":", self.playerskin))
349                                         defaultmodel = argv(i);
350                 }
351
352                 i = strstrofs(defaultmodel, ":", 0);
353                 if(i >= 0)
354                 {
355                         defaultskin = stof(substring(defaultmodel, i+1, -1));
356                         defaultmodel = substring(defaultmodel, 0, i);
357                 }
358         }
359
360         if(defaultmodel != "")
361         {
362                 if (defaultmodel != self.model)
363                 {
364                         m1 = self.mins;
365                         m2 = self.maxs;
366                         setplayermodel (self, defaultmodel);
367                         setsize (self, m1, m2);
368                         chmdl = true;
369                 }
370
371                 oldskin = self.skin;
372                 self.skin = defaultskin;
373         } else {
374                 if (self.playermodel != self.model || self.playermodel == "")
375                 {
376                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
377                         m1 = self.mins;
378                         m2 = self.maxs;
379                         setplayermodel (self, self.playermodel);
380                         setsize (self, m1, m2);
381                         chmdl = true;
382                 }
383
384                 oldskin = self.skin;
385                 self.skin = stof(self.playerskin);
386         }
387
388         if(chmdl || oldskin != self.skin) // model or skin has changed
389         {
390                 self.species = player_getspecies(); // update species
391                 UpdatePlayerSounds(); // update skin sounds
392         }
393
394         if(!teamplay)
395                 if(strlen(autocvar_sv_defaultplayercolors))
396                         if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
397                                 setcolor(self, stof(autocvar_sv_defaultplayercolors));
398 }
399
400 /*
401 =============
402 PutClientInServer
403
404 Called when a client spawns in the server
405 =============
406 */
407 void PutClientInServer (void)
408 {
409         if(IS_BOT_CLIENT(self))
410                 self.classname = "player";
411         else if(IS_REAL_CLIENT(self))
412         {
413                 msg_entity = self;
414                 WriteByte(MSG_ONE, SVC_SETVIEW);
415                 WriteEntity(MSG_ONE, self);
416         }
417
418         SetSpectator(self, world);
419
420         // reset player keys
421         self.itemkeys = 0;
422
423         MUTATOR_CALLHOOK(PutClientInServer);
424
425         if(gameover)
426                 self.classname = "observer";
427
428         if(IS_PLAYER(self))
429         {
430                 entity spot, oldself;
431
432                 accuracy_resend(self);
433
434                 if(self.team < 0)
435                         JoinBestTeam(self, false, true);
436
437                 spot = SelectSpawnPoint (false);
438                 if(!spot)
439                 {
440                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
441                         return; // spawn failed
442                 }
443
444                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
445
446                 if(self.vehicle)
447                         vehicles_exit(VHEF_RELESE);
448
449                 self.classname = "player";
450                 self.wasplayer = true;
451                 self.iscreature = true;
452                 self.teleportable = TELEPORT_NORMAL;
453                 self.damagedbycontents = true;
454                 self.movetype = MOVETYPE_WALK;
455                 self.solid = SOLID_SLIDEBOX;
456                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
457                 if(autocvar_g_playerclip_collisions)
458                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
459                 if(IS_BOT_CLIENT(self) && autocvar_g_botclip_collisions)
460                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
461                 self.frags = FRAGS_PLAYER;
462                 if(INDEPENDENT_PLAYERS)
463                         MAKE_INDEPENDENT_PLAYER(self);
464                 self.flags = FL_CLIENT;
465                 if(autocvar__notarget)
466                         self.flags |= FL_NOTARGET;
467                 self.takedamage = DAMAGE_AIM;
468                 self.effects = 0;
469                 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
470                 self.air_finished = time + 12;
471                 self.dmg = 2;
472                 if(WEP_CVAR(vortex, charge))
473                 {
474                         if(WEP_CVAR_SEC(vortex, chargepool))
475                                 self.vortex_chargepool_ammo = 1;
476                         self.vortex_charge = WEP_CVAR(vortex, charge_start);
477                 }
478
479                 if(warmup_stage)
480                 {
481                         self.ammo_shells = warmup_start_ammo_shells;
482                         self.ammo_nails = warmup_start_ammo_nails;
483                         self.ammo_rockets = warmup_start_ammo_rockets;
484                         self.ammo_cells = warmup_start_ammo_cells;
485                         self.ammo_plasma = warmup_start_ammo_plasma;
486                         self.ammo_fuel = warmup_start_ammo_fuel;
487                         self.health = warmup_start_health;
488                         self.armorvalue = warmup_start_armorvalue;
489                         self.weapons = WARMUP_START_WEAPONS;
490                 }
491                 else
492                 {
493                         self.ammo_shells = start_ammo_shells;
494                         self.ammo_nails = start_ammo_nails;
495                         self.ammo_rockets = start_ammo_rockets;
496                         self.ammo_cells = start_ammo_cells;
497                         self.ammo_plasma = start_ammo_plasma;
498                         self.ammo_fuel = start_ammo_fuel;
499                         self.health = start_health;
500                         self.armorvalue = start_armorvalue;
501                         self.weapons = start_weapons;
502                 }
503
504                 if(self.weapons & WEPSET_SUPERWEAPONS)
505                         self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
506                 else
507                         self.superweapons_finished = 0;
508
509                 if(g_weaponarena_random) // WEAPONTODO: more stuff that should be in a mutator. also: rename those cvars
510                 {
511                         if(g_weaponarena_random_with_blaster)
512                                 self.weapons &= ~WEPSET_BLASTER;
513                         W_RandomWeapons(self, g_weaponarena_random);
514                         if(g_weaponarena_random_with_blaster)
515                                 self.weapons |= WEPSET_BLASTER;
516                 }
517
518                 self.items = start_items;
519
520                 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
521                 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
522                 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
523                 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
524                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
525                 //extend the pause of rotting if client was reset at the beginning of the countdown
526                 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
527                         self.spawnshieldtime += game_starttime - time;
528                         self.pauserotarmor_finished += game_starttime - time;
529                         self.pauserothealth_finished += game_starttime - time;
530                         self.pauseregen_finished += game_starttime - time;
531                 }
532                 self.damageforcescale = 2;
533                 self.death_time = 0;
534                 self.respawn_flags = 0;
535                 self.respawn_time = 0;
536                 self.stat_respawn_time = 0;
537                 self.scale = 0;
538                 self.fade_time = 0;
539                 self.pain_frame = 0;
540                 self.pain_finished = 0;
541                 self.strength_finished = 0;
542                 self.invincible_finished = 0;
543                 self.pushltime = 0;
544                 // players have no think function
545                 self.think = func_null;
546                 self.nextthink = 0;
547                 self.hook_time = 0;
548                 self.dmg_team = 0;
549                 self.ballistics_density = autocvar_g_ballistics_density_player;
550
551                 self.metertime = 0;
552
553                 self.deadflag = DEAD_NO;
554
555                 self.angles = spot.angles;
556
557                 self.angles_z = 0; // never spawn tilted even if the spot says to
558                 if(IS_BOT_CLIENT(self))
559                         self.v_angle = self.angles;
560                 self.fixangle = true; // turn this way immediately
561                 self.velocity = '0 0 0';
562                 self.avelocity = '0 0 0';
563                 self.punchangle = '0 0 0';
564                 self.punchvector = '0 0 0';
565                 self.oldvelocity = self.velocity;
566                 self.fire_endtime = -1;
567                 self.revival_time = 0;
568
569                 entity spawnevent = spawn();
570                 spawnevent.owner = self;
571                 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
572
573                 // Cut off any still running player sounds.
574                 stopsound(self, CH_PLAYER_SINGLE);
575
576                 self.model = "";
577                 FixPlayermodel();
578                 self.drawonlytoclient = world;
579
580                 self.crouch = false;
581                 self.view_ofs = PL_VIEW_OFS;
582                 setsize (self, PL_MIN, PL_MAX);
583                 self.spawnorigin = spot.origin;
584                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins.z - 24));
585                 // don't reset back to last position, even if new position is stuck in solid
586                 self.oldorigin = self.origin;
587                 self.prevorigin = self.origin;
588                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
589                 self.lastteleporttime = time; // prevent insane speeds due to changing origin
590         self.hud = HUD_NORMAL;
591
592                 self.event_damage = PlayerDamage;
593
594                 self.bot_attack = true;
595                 self.monster_attack = true;
596
597                 self.spider_slowness = 0;
598
599                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
600
601                 if(self.killcount == -666) {
602                         PlayerScore_Clear(self);
603                         self.killcount = 0;
604                 }
605
606                 CL_SpawnWeaponentity();
607                 self.alpha = default_player_alpha;
608                 self.colormod = '1 1 1' * autocvar_g_player_brightness;
609                 self.exteriorweaponentity.alpha = default_weapon_alpha;
610
611                 self.speedrunning = false;
612
613                 //stuffcmd(self, "chase_active 0");
614                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
615
616                 target_voicescript_clear(self);
617
618                 // reset fields the weapons may use
619                 for (int j = WEP_FIRST; j <= WEP_LAST; ++j)
620                 {
621                         WEP_ACTION(j, WR_RESETPLAYER);
622
623                         // all weapons must be fully loaded when we spawn
624                         entity e = get_weaponinfo(j);
625                         if (e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
626                                 self.(weapon_load[j]) = e.reloading_ammo;
627                 }
628
629                 oldself = self;
630                 self = spot;
631                         activator = oldself;
632                                 string s;
633                                 s = self.target;
634                                 self.target = string_null;
635                                 SUB_UseTargets();
636                                 self.target = s;
637                         activator = world;
638                 self = oldself;
639
640                 Unfreeze(self);
641
642                 spawn_spot = spot;
643                 MUTATOR_CALLHOOK(PlayerSpawn);
644
645                 if(autocvar_spawn_debug)
646                 {
647                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
648                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
649                 }
650
651                 self.switchweapon = w_getbestweapon(self);
652                 self.cnt = -1; // W_LastWeapon will not complain
653                 self.weapon = 0;
654                 self.weaponname = "";
655                 self.switchingweapon = 0;
656
657                 if(!warmup_stage)
658                         if(!self.alivetime)
659                                 self.alivetime = time;
660
661                 antilag_clear(self);
662         }
663         else if(IS_OBSERVER(self))
664         {
665                 PutObserverInServer ();
666         }
667 }
668
669 .float ebouncefactor, ebouncestop; // electro's values
670 // TODO do we need all these fields, or should we stop autodetecting runtime
671 // changes and just have a console command to update this?
672 float ClientInit_SendEntity(entity to, int sf)
673 {
674         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
675         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
676         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
677         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
678         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
679         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
680         WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[0]));
681         WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[1]));
682         WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[2]));
683         WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[3]));
684
685         if(sv_foginterval && world.fog != "")
686                 WriteString(MSG_ENTITY, world.fog);
687         else
688                 WriteString(MSG_ENTITY, "");
689         WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
690         WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_mortar_bouncefactor // WEAPONTODO
691         WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_mortar_bouncestop
692         WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_mortar_bouncefactor
693         WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_mortar_bouncestop
694         WriteByte(MSG_ENTITY, WEP_CVAR(vortex, secondary)); // client has to know if it should zoom or not // WEAPONTODO
695         WriteByte(MSG_ENTITY, WEP_CVAR(rifle, secondary)); // client has to know if it should zoom or not // WEAPONTODO
696         WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
697         WriteByte(MSG_ENTITY, WEP_CVAR(minelayer, limit)); // minelayer max mines // WEAPONTODO
698         WriteByte(MSG_ENTITY, WEP_CVAR_SEC(hagar, load_max)); // hagar max loadable rockets // WEAPONTODO
699         WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
700         WriteByte(MSG_ENTITY, WEP_CVAR(porto, secondary)); // WEAPONTODO
701         return true;
702 }
703
704 void ClientInit_CheckUpdate()
705 {
706         self.nextthink = time;
707         if(self.count != autocvar_g_balance_armor_blockpercent)
708         {
709                 self.count = autocvar_g_balance_armor_blockpercent;
710                 self.SendFlags |= 1;
711         }
712         if(self.bouncefactor != autocvar_g_balance_mortar_bouncefactor) // WEAPONTODO
713         {
714                 self.bouncefactor = autocvar_g_balance_mortar_bouncefactor;
715                 self.SendFlags |= 1;
716         }
717         if(self.bouncestop != autocvar_g_balance_mortar_bouncestop)
718         {
719                 self.bouncestop = autocvar_g_balance_mortar_bouncestop;
720                 self.SendFlags |= 1;
721         }
722         if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
723         {
724                 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
725                 self.SendFlags |= 1;
726         }
727         if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
728         {
729                 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
730                 self.SendFlags |= 1;
731         }
732 }
733
734 void ClientInit_Spawn()
735 {
736         entity o;
737         entity e;
738         e = spawn();
739         e.classname = "clientinit";
740         e.think = ClientInit_CheckUpdate;
741         Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
742
743         o = self;
744         self = e;
745         ClientInit_CheckUpdate();
746         self = o;
747 }
748
749 /*
750 =============
751 SetNewParms
752 =============
753 */
754 void SetNewParms (void)
755 {
756         // initialize parms for a new player
757         parm1 = -(86400 * 366);
758 }
759
760 /*
761 =============
762 SetChangeParms
763 =============
764 */
765 void SetChangeParms (void)
766 {
767         // save parms for level change
768         parm1 = self.parm_idlesince - time;
769 }
770
771 /*
772 =============
773 DecodeLevelParms
774 =============
775 */
776 void DecodeLevelParms (void)
777 {
778         // load parms
779         self.parm_idlesince = parm1;
780         if(self.parm_idlesince == -(86400 * 366))
781                 self.parm_idlesince = time;
782
783         // whatever happens, allow 60 seconds of idling directly after connect for map loading
784         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
785 }
786
787 /*
788 =============
789 ClientKill
790
791 Called when a client types 'kill' in the console
792 =============
793 */
794
795 .float clientkill_nexttime;
796 void ClientKill_Now_TeamChange()
797 {
798         if(self.killindicator_teamchange == -1)
799         {
800                 JoinBestTeam( self, false, true );
801         }
802         else if(self.killindicator_teamchange == -2)
803         {
804                 if(blockSpectators)
805                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
806                 PutObserverInServer();
807         }
808         else
809                 SV_ChangeTeam(self.killindicator_teamchange - 1);
810         self.killindicator_teamchange = 0;
811 }
812
813 void ClientKill_Now()
814 {
815         if(self.vehicle)
816         {
817             vehicles_exit(VHEF_RELESE);
818             if(!self.killindicator_teamchange)
819             {
820             self.vehicle_health = -1;
821             Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
822             }
823         }
824
825         if(self.killindicator && !wasfreed(self.killindicator))
826                 remove(self.killindicator);
827
828         self.killindicator = world;
829
830         if(self.killindicator_teamchange)
831                 ClientKill_Now_TeamChange();
832
833         if(IS_PLAYER(self))
834                 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
835
836         // now I am sure the player IS dead
837 }
838 void KillIndicator_Think()
839 {
840         if (gameover)
841         {
842                 self.owner.killindicator = world;
843                 remove(self);
844                 return;
845         }
846
847         if (self.owner.alpha < 0 && !self.owner.vehicle)
848         {
849                 self.owner.killindicator = world;
850                 remove(self);
851                 return;
852         }
853
854         if(self.cnt <= 0)
855         {
856                 self = self.owner;
857                 ClientKill_Now(); // no oldself needed
858                 return;
859         }
860     else if(g_cts && self.health == 1) // health == 1 means that it's silent
861     {
862         self.nextthink = time + 1;
863         self.cnt -= 1;
864     }
865         else
866         {
867                 if(self.cnt <= 10)
868                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
869                 if(IS_REAL_CLIENT(self.owner))
870                 {
871                         if(self.cnt <= 10)
872                                 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
873                 }
874                 self.nextthink = time + 1;
875                 self.cnt -= 1;
876         }
877 }
878
879 float clientkilltime;
880 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
881 {
882         float killtime;
883         float starttime;
884         entity e;
885
886         if (gameover)
887                 return;
888
889         killtime = autocvar_g_balance_kill_delay;
890
891         if(g_race_qualifying || g_cts)
892                 killtime = 0;
893
894     if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
895     {
896                 remove(self.killindicator);
897                 self.killindicator = world;
898
899         ClientKill_Now(); // allow instant kill in this case
900         return;
901     }
902
903         self.killindicator_teamchange = targetteam;
904
905     if(!self.killindicator)
906         {
907                 if(self.deadflag == DEAD_NO)
908                 {
909                         killtime = max(killtime, self.clientkill_nexttime - time);
910                         self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
911                 }
912
913                 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
914                 {
915                         ClientKill_Now();
916                 }
917                 else
918                 {
919                         starttime = max(time, clientkilltime);
920
921                         self.killindicator = spawn();
922                         self.killindicator.owner = self;
923                         self.killindicator.scale = 0.5;
924                         setattachment(self.killindicator, self, "");
925                         setorigin(self.killindicator, '0 0 52');
926                         self.killindicator.think = KillIndicator_Think;
927                         self.killindicator.nextthink = starttime + (self.lip) * 0.05;
928                         clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
929                         self.killindicator.cnt = ceil(killtime);
930                         self.killindicator.count = bound(0, ceil(killtime), 10);
931                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
932
933                         for(e = world; (e = find(e, classname, "body")) != world; )
934                         {
935                                 if(e.enemy != self)
936                                         continue;
937                                 e.killindicator = spawn();
938                                 e.killindicator.owner = e;
939                                 e.killindicator.scale = 0.5;
940                                 setattachment(e.killindicator, e, "");
941                                 setorigin(e.killindicator, '0 0 52');
942                                 e.killindicator.think = KillIndicator_Think;
943                                 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
944                                 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
945                                 e.killindicator.cnt = ceil(killtime);
946                         }
947                         self.lip = 0;
948                 }
949         }
950         if(self.killindicator)
951         {
952                 if(targetteam == 0) // just die
953                 {
954                         self.killindicator.colormod = '0 0 0';
955                         if(IS_REAL_CLIENT(self))
956                         if(self.killindicator.cnt > 0)
957                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
958                 }
959                 else if(targetteam == -1) // auto
960                 {
961                         self.killindicator.colormod = '0 1 0';
962                         if(IS_REAL_CLIENT(self))
963                         if(self.killindicator.cnt > 0)
964                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
965                 }
966                 else if(targetteam == -2) // spectate
967                 {
968                         self.killindicator.colormod = '0.5 0.5 0.5';
969                         if(IS_REAL_CLIENT(self))
970                         if(self.killindicator.cnt > 0)
971                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
972                 }
973                 else
974                 {
975                         self.killindicator.colormod = Team_ColorRGB(targetteam);
976                         if(IS_REAL_CLIENT(self))
977                         if(self.killindicator.cnt > 0)
978                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
979                 }
980         }
981
982 }
983
984 void ClientKill (void)
985 {
986         if(gameover) return;
987         if(self.player_blocked) return;
988         if(self.frozen) return;
989
990         ClientKill_TeamChange(0);
991 }
992
993 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
994 {
995     e.killindicator = spawn();
996     e.killindicator.owner = e;
997     e.killindicator.think = KillIndicator_Think;
998     e.killindicator.nextthink = time + (e.lip) * 0.05;
999     e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
1000     e.killindicator.health = 1; // this is used to indicate that it should be silent
1001     e.lip = 0;
1002 }
1003
1004 void FixClientCvars(entity e)
1005 {
1006         // send prediction settings to the client
1007         stuffcmd(e, "\nin_bindmap 0 0\n");
1008         if(g_race || g_cts)
1009                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1010         if(autocvar_g_antilag == 3) // client side hitscan
1011                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1012         if(autocvar_sv_gentle)
1013                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1014 }
1015
1016 float PlayerInIDList(entity p, string idlist)
1017 {
1018         float n, i;
1019         string s;
1020
1021         // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1022         if (!p.crypto_idfp)
1023                 return 0;
1024
1025         // this function allows abbreviated player IDs too!
1026         n = tokenize_console(idlist);
1027         for(i = 0; i < n; ++i)
1028         {
1029                 s = argv(i);
1030                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1031                         return 1;
1032         }
1033
1034         return 0;
1035 }
1036
1037 #ifdef DP_EXT_PRECONNECT
1038 /*
1039 =============
1040 ClientPreConnect
1041
1042 Called once (not at each match start) when a client begins a connection to the server
1043 =============
1044 */
1045 void ClientPreConnect (void)
1046 {
1047         if(autocvar_sv_eventlog)
1048         {
1049                 GameLogEcho(sprintf(":connect:%d:%d:%s",
1050                         self.playerid,
1051                         num_for_edict(self),
1052                         ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot")
1053                 ));
1054         }
1055 }
1056 #endif
1057
1058 /*
1059 =============
1060 ClientConnect
1061
1062 Called when a client connects to the server
1063 =============
1064 */
1065 void DecodeLevelParms (void);
1066 //void dom_player_join_team(entity pl);
1067 void set_dom_state(entity e);
1068 void ClientConnect (void)
1069 {
1070         float t;
1071
1072         if(IS_CLIENT(self))
1073         {
1074                 print("Warning: ClientConnect, but already connected!\n");
1075                 return;
1076         }
1077
1078         if(Ban_MaybeEnforceBanOnce(self))
1079                 return;
1080
1081         DecodeLevelParms();
1082
1083 #ifdef WATERMARK
1084         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1085 #endif
1086
1087         self.classname = "player_joining";
1088
1089         self.flags = FL_CLIENT;
1090         self.version_nagtime = time + 10 + random() * 10;
1091
1092         if(player_count<0)
1093         {
1094                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1095                 player_count = 0;
1096         }
1097
1098         if(IS_REAL_CLIENT(self)) { PlayerStats_PlayerBasic_CheckUpdate(self); }
1099
1100         PlayerScore_Attach(self);
1101         ClientData_Attach();
1102         accuracy_init(self);
1103         Inventory_new(self);
1104
1105         bot_clientconnect();
1106
1107         playerdemo_init();
1108
1109         anticheat_init();
1110
1111         // identify the right forced team
1112         if(autocvar_g_campaign)
1113         {
1114                 if(IS_REAL_CLIENT(self)) // only players, not bots
1115                 {
1116                         switch(autocvar_g_campaign_forceteam)
1117                         {
1118                                 case 1: self.team_forced = NUM_TEAM_1; break;
1119                                 case 2: self.team_forced = NUM_TEAM_2; break;
1120                                 case 3: self.team_forced = NUM_TEAM_3; break;
1121                                 case 4: self.team_forced = NUM_TEAM_4; break;
1122                                 default: self.team_forced = 0;
1123                         }
1124                 }
1125         }
1126         else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1127                 self.team_forced = NUM_TEAM_1;
1128         else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1129                 self.team_forced = NUM_TEAM_2;
1130         else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1131                 self.team_forced = NUM_TEAM_3;
1132         else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1133                 self.team_forced = NUM_TEAM_4;
1134         else if(autocvar_g_forced_team_otherwise == "red")
1135                 self.team_forced = NUM_TEAM_1;
1136         else if(autocvar_g_forced_team_otherwise == "blue")
1137                 self.team_forced = NUM_TEAM_2;
1138         else if(autocvar_g_forced_team_otherwise == "yellow")
1139                 self.team_forced = NUM_TEAM_3;
1140         else if(autocvar_g_forced_team_otherwise == "pink")
1141                 self.team_forced = NUM_TEAM_4;
1142         else if(autocvar_g_forced_team_otherwise == "spectate")
1143                 self.team_forced = -1;
1144         else if(autocvar_g_forced_team_otherwise == "spectator")
1145                 self.team_forced = -1;
1146         else
1147                 self.team_forced = 0;
1148
1149         if(!teamplay)
1150                 if(self.team_forced > 0)
1151                         self.team_forced = 0;
1152
1153         JoinBestTeam(self, false, false); // if the team number is valid, keep it
1154
1155         if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
1156                 self.classname = "observer";
1157         } else {
1158                 if(teamplay)
1159                 {
1160                         if(autocvar_g_balance_teams)
1161                         {
1162                                 self.classname = "player";
1163                                 campaign_bots_may_start = 1;
1164                         }
1165                         else
1166                         {
1167                                 self.classname = "observer"; // do it anyway
1168                         }
1169                 }
1170                 else
1171                 {
1172                         self.classname = "player";
1173                         campaign_bots_may_start = 1;
1174                 }
1175         }
1176
1177         self.playerid = (playerid_last = playerid_last + 1);
1178
1179         PlayerStats_GameReport_AddEvent(sprintf("kills-%d", self.playerid));
1180
1181     if(IS_BOT_CLIENT(self))
1182         PlayerStats_GameReport_AddPlayer(self);
1183
1184         if(autocvar_sv_eventlog)
1185                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
1186
1187         LogTeamchange(self.playerid, self.team, 1);
1188
1189         self.just_joined = true;  // stop spamming the eventlog with additional lines when the client connects
1190
1191         self.netname_previous = strzone(self.netname);
1192
1193         if(IS_PLAYER(self) && teamplay)
1194                 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1195         else
1196                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1197
1198         stuffcmd(self, strcat(clientstuff, "\n"));
1199         stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1200
1201         FixClientCvars(self);
1202
1203         // spawnfunc_waypoint sprites
1204         WaypointSprite_InitClient(self);
1205
1206         // Wazat's grappling hook
1207         SetGrappleHookBindings();
1208
1209         // Jetpack binds
1210         stuffcmd(self, "alias +jetpack +button10\n");
1211         stuffcmd(self, "alias -jetpack -button10\n");
1212
1213         // get version info from player
1214         stuffcmd(self, "cmd clientversion $gameversion\n");
1215
1216         // get other cvars from player
1217         GetCvars(0);
1218
1219         // notify about available teams
1220         if(teamplay)
1221         {
1222                 CheckAllowedTeams(self);
1223                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1224                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1225         }
1226         else
1227                 stuffcmd(self, "set _teams_available 0\n");
1228
1229         attach_entcs();
1230
1231         bot_relinkplayerlist();
1232
1233         self.spectatortime = time;
1234         if(blockSpectators)
1235         {
1236                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1237         }
1238
1239         self.jointime = time;
1240         self.allowed_timeouts = autocvar_sv_timeout_number;
1241
1242         if(IS_REAL_CLIENT(self))
1243         {
1244                 if(!autocvar_g_campaign)
1245                 {
1246                         self.motd_actived_time = -1;
1247                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1248                 }
1249
1250                 if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET_TUBA))
1251                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1252         }
1253
1254         if(!sv_foginterval && world.fog != "")
1255                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1256
1257         W_HitPlotOpen(self);
1258
1259         if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca && !g_cts && !g_race) // teamnagger is currently bad for ca, race & cts
1260                 send_CSQC_teamnagger();
1261
1262         CheatInitClient();
1263
1264         CSQCMODEL_AUTOINIT();
1265
1266         self.model_randomizer = random();
1267
1268         if(IS_REAL_CLIENT(self))
1269                 sv_notice_join();
1270
1271         for (entity e = world; (e = findfloat(e, init_for_player_needed, 1)); ) {
1272                 entity oldself = self;
1273                 self = e;
1274                 e.init_for_player(oldself);
1275                 self = oldself;
1276         }
1277
1278         MUTATOR_CALLHOOK(ClientConnect);
1279 }
1280 /*
1281 =============
1282 ClientDisconnect
1283
1284 Called when a client disconnects from the server
1285 =============
1286 */
1287 .entity chatbubbleentity;
1288 void ReadyCount();
1289 void ClientDisconnect (void)
1290 {
1291         if(self.vehicle)
1292             vehicles_exit(VHEF_RELESE);
1293
1294         if (!IS_CLIENT(self))
1295         {
1296                 print("Warning: ClientDisconnect without ClientConnect\n");
1297                 return;
1298         }
1299
1300         PlayerStats_GameReport_FinalizePlayer(self);
1301
1302         if ( self.active_minigame )
1303                 part_minigame(self);
1304
1305         if(IS_PLAYER(self)) { pointparticles(particleeffectnum("spawn_event_neutral"), self.origin, '0 0 0', 1); }
1306
1307         CheatShutdownClient();
1308
1309         W_HitPlotClose(self);
1310
1311         anticheat_report();
1312         anticheat_shutdown();
1313
1314         playerdemo_shutdown();
1315
1316         bot_clientdisconnect();
1317
1318         if(self.entcs)
1319                 detach_entcs();
1320
1321         if(autocvar_sv_eventlog)
1322                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1323
1324         Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1325
1326         MUTATOR_CALLHOOK(ClientDisconnect);
1327
1328         Portal_ClearAll(self);
1329
1330         Unfreeze(self);
1331
1332         RemoveGrapplingHook(self);
1333
1334         // Here, everything has been done that requires this player to be a client.
1335
1336         self.flags &= ~FL_CLIENT;
1337
1338         if (self.chatbubbleentity)
1339                 remove (self.chatbubbleentity);
1340
1341         if (self.killindicator)
1342                 remove (self.killindicator);
1343
1344         WaypointSprite_PlayerGone();
1345
1346         bot_relinkplayerlist();
1347
1348         accuracy_free(self);
1349         Inventory_delete(self);
1350         ClientData_Detach();
1351         PlayerScore_Detach(self);
1352
1353         if(self.netname_previous)
1354                 strunzone(self.netname_previous);
1355         if(self.clientstatus)
1356                 strunzone(self.clientstatus);
1357         if(self.weaponorder_byimpulse)
1358                 strunzone(self.weaponorder_byimpulse);
1359
1360         ClearPlayerSounds();
1361
1362         if(self.personal)
1363                 remove(self.personal);
1364
1365         self.playerid = 0;
1366         ReadyCount();
1367
1368         // free cvars
1369         GetCvars(-1);
1370 }
1371
1372 .float BUTTON_CHAT;
1373 void ChatBubbleThink()
1374 {
1375         self.nextthink = time;
1376         if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1377         {
1378                 if(self.owner) // but why can that ever be world?
1379                         self.owner.chatbubbleentity = world;
1380                 remove(self);
1381                 return;
1382         }
1383         
1384         self.mdl = "";
1385         
1386         if ( !self.owner.deadflag && IS_PLAYER(self.owner) )
1387         {
1388                 if ( self.owner.active_minigame )
1389                         self.mdl = "models/sprites/minigame_busy.iqm";
1390                 else if ( self.owner.BUTTON_CHAT )
1391                         self.mdl = "models/misc/chatbubble.spr";
1392         }
1393         
1394         if ( self.model != self.mdl )
1395                 setmodel(self, self.mdl);
1396
1397 }
1398
1399 void UpdateChatBubble()
1400 {
1401         if (self.alpha < 0)
1402                 return;
1403         // spawn a chatbubble entity if needed
1404         if (!self.chatbubbleentity)
1405         {
1406                 self.chatbubbleentity = spawn();
1407                 self.chatbubbleentity.owner = self;
1408                 self.chatbubbleentity.exteriormodeltoclient = self;
1409                 self.chatbubbleentity.think = ChatBubbleThink;
1410                 self.chatbubbleentity.nextthink = time;
1411                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1412                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1413                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1414                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1415                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1416                 //self.chatbubbleentity.model = "";
1417                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1418         }
1419 }
1420
1421
1422 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1423 // added to the model skins
1424 /*void UpdateColorModHack()
1425 {
1426         float c;
1427         c = self.clientcolors & 15;
1428         // LordHavoc: only bothering to support white, green, red, yellow, blue
1429              if (!teamplay) self.colormod = '0 0 0';
1430         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1431         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1432         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1433         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1434         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1435         else self.colormod = '1 1 1';
1436 }*/
1437
1438 void respawn(void)
1439 {
1440         if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1441         {
1442                 self.solid = SOLID_NOT;
1443                 self.takedamage = DAMAGE_NO;
1444                 self.movetype = MOVETYPE_FLY;
1445                 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1446                 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1447                 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1448                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1449                 if(autocvar_g_respawn_ghosts_maxtime)
1450                         SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1451         }
1452
1453         CopyBody(1);
1454
1455         self.effects |= EF_NODRAW; // prevent another CopyBody
1456         PutClientInServer();
1457 }
1458
1459 void play_countdown(float finished, string samp)
1460 {
1461         if(IS_REAL_CLIENT(self))
1462                 if(floor(finished - time - frametime) != floor(finished - time))
1463                         if(finished - time < 6)
1464                                 sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1465 }
1466
1467 void player_powerups (void)
1468 {
1469         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1470         olditems = self.items;
1471
1472         if((self.items & IT_USING_JETPACK) && !self.deadflag && !gameover)
1473                 self.modelflags |= MF_ROCKET;
1474         else
1475                 self.modelflags &= ~MF_ROCKET;
1476
1477         self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1478
1479         if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1480                 return;
1481
1482         Fire_ApplyDamage(self);
1483         Fire_ApplyEffect(self);
1484
1485         if (!g_instagib)
1486         {
1487                 if (self.items & IT_STRENGTH)
1488                 {
1489                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1490                         self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1491                         if (time > self.strength_finished)
1492                         {
1493                                 self.items = self.items - (self.items & IT_STRENGTH);
1494                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1495                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1496                         }
1497                 }
1498                 else
1499                 {
1500                         if (time < self.strength_finished)
1501                         {
1502                                 self.items = self.items | IT_STRENGTH;
1503                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1504                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1505                         }
1506                 }
1507                 if (self.items & IT_INVINCIBLE)
1508                 {
1509                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1510                         self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1511                         if (time > self.invincible_finished)
1512                         {
1513                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1514                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1515                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1516                         }
1517                 }
1518                 else
1519                 {
1520                         if (time < self.invincible_finished)
1521                         {
1522                                 self.items = self.items | IT_INVINCIBLE;
1523                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1524                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1525                         }
1526                 }
1527                 if (self.items & IT_SUPERWEAPON)
1528                 {
1529                         if (!(self.weapons & WEPSET_SUPERWEAPONS))
1530                         {
1531                                 self.superweapons_finished = 0;
1532                                 self.items = self.items - (self.items & IT_SUPERWEAPON);
1533                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1534                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1535                         }
1536                         else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1537                         {
1538                                 // don't let them run out
1539                         }
1540                         else
1541                         {
1542                                 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1543                                 if (time > self.superweapons_finished)
1544                                 {
1545                                         self.items = self.items - (self.items & IT_SUPERWEAPON);
1546                                         self.weapons &= ~WEPSET_SUPERWEAPONS;
1547                                         //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1548                                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1549                                 }
1550                         }
1551                 }
1552                 else if(self.weapons & WEPSET_SUPERWEAPONS)
1553                 {
1554                         if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1555                         {
1556                                 self.items = self.items | IT_SUPERWEAPON;
1557                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1558                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1559                         }
1560                         else
1561                         {
1562                                 self.superweapons_finished = 0;
1563                                 self.weapons &= ~WEPSET_SUPERWEAPONS;
1564                         }
1565                 }
1566                 else
1567                 {
1568                         self.superweapons_finished = 0;
1569                 }
1570         }
1571
1572         if(autocvar_g_nodepthtestplayers)
1573                 self.effects = self.effects | EF_NODEPTHTEST;
1574
1575         if(autocvar_g_fullbrightplayers)
1576                 self.effects = self.effects | EF_FULLBRIGHT;
1577
1578         if (time >= game_starttime)
1579         if (time < self.spawnshieldtime)
1580                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1581
1582         MUTATOR_CALLHOOK(PlayerPowerups);
1583 }
1584
1585 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1586 {
1587         if(current > stable)
1588                 return current;
1589         else if(current > stable - 0.25) // when close enough, "snap"
1590                 return stable;
1591         else
1592                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1593 }
1594
1595 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1596 {
1597         if(current < stable)
1598                 return current;
1599         else if(current < stable + 0.25) // when close enough, "snap"
1600                 return stable;
1601         else
1602                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1603 }
1604
1605 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1606 {
1607         if(current > rotstable)
1608         {
1609                 if(rotframetime > 0)
1610                 {
1611                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1612                         current = max(rotstable, current - rotlinear * rotframetime);
1613                 }
1614         }
1615         else if(current < regenstable)
1616         {
1617                 if(regenframetime > 0)
1618                 {
1619                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1620                         current = min(regenstable, current + regenlinear * regenframetime);
1621                 }
1622         }
1623
1624         if(current > limit)
1625                 current = limit;
1626
1627         return current;
1628 }
1629
1630 void player_regen (void)
1631 {
1632         float max_mod, regen_mod, rot_mod, limit_mod;
1633         max_mod = regen_mod = rot_mod = limit_mod = 1;
1634         regen_mod_max = max_mod;
1635         regen_mod_regen = regen_mod;
1636         regen_mod_rot = rot_mod;
1637         regen_mod_limit = limit_mod;
1638         if(!MUTATOR_CALLHOOK(PlayerRegen))
1639         if(!self.frozen)
1640         {
1641                 float minh, mina, maxh, maxa, limith, limita;
1642                 maxh = autocvar_g_balance_health_rotstable;
1643                 maxa = autocvar_g_balance_armor_rotstable;
1644                 minh = autocvar_g_balance_health_regenstable;
1645                 mina = autocvar_g_balance_armor_regenstable;
1646                 limith = autocvar_g_balance_health_limit;
1647                 limita = autocvar_g_balance_armor_limit;
1648
1649                 max_mod = regen_mod_max;
1650                 regen_mod = regen_mod_regen;
1651                 rot_mod = regen_mod_rot;
1652                 limit_mod = regen_mod_limit;
1653
1654                 maxh = maxh * max_mod;
1655                 minh = minh * max_mod;
1656                 limith = limith * limit_mod;
1657                 limita = limita * limit_mod;
1658
1659                 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);
1660                 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);
1661         }
1662
1663         // if player rotted to death...  die!
1664         // check this outside above checks, as player may still be able to rot to death
1665         if(self.health < 1)
1666                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1667
1668         if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1669         {
1670                 float minf, maxf, limitf;
1671
1672                 maxf = autocvar_g_balance_fuel_rotstable;
1673                 minf = autocvar_g_balance_fuel_regenstable;
1674                 limitf = autocvar_g_balance_fuel_limit;
1675
1676                 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > self.pauseregen_finished) * ((self.items & IT_FUEL_REGEN) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > self.pauserotfuel_finished), limitf);
1677         }
1678 }
1679
1680 float zoomstate_set;
1681 void SetZoomState(float z)
1682 {
1683         if(z != self.zoomstate)
1684         {
1685                 self.zoomstate = z;
1686                 ClientData_Touch(self);
1687         }
1688         zoomstate_set = 1;
1689 }
1690
1691 void GetPressedKeys(void) {
1692         MUTATOR_CALLHOOK(GetPressedKeys);
1693         if (self.movement.x > 0) // get if movement keys are pressed
1694         {       // forward key pressed
1695                 self.pressedkeys |= KEY_FORWARD;
1696                 self.pressedkeys &= ~KEY_BACKWARD;
1697         }
1698         else if (self.movement.x < 0)
1699         {       // backward key pressed
1700                 self.pressedkeys |= KEY_BACKWARD;
1701                 self.pressedkeys &= ~KEY_FORWARD;
1702         }
1703         else
1704         {       // no x input
1705                 self.pressedkeys &= ~KEY_FORWARD;
1706                 self.pressedkeys &= ~KEY_BACKWARD;
1707         }
1708
1709         if (self.movement.y > 0)
1710         {       // right key pressed
1711                 self.pressedkeys |= KEY_RIGHT;
1712                 self.pressedkeys &= ~KEY_LEFT;
1713         }
1714         else if (self.movement.y < 0)
1715         {       // left key pressed
1716                 self.pressedkeys |= KEY_LEFT;
1717                 self.pressedkeys &= ~KEY_RIGHT;
1718         }
1719         else
1720         {       // no y input
1721                 self.pressedkeys &= ~KEY_RIGHT;
1722                 self.pressedkeys &= ~KEY_LEFT;
1723         }
1724
1725         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
1726                 self.pressedkeys |= KEY_JUMP;
1727         else
1728                 self.pressedkeys &= ~KEY_JUMP;
1729         if (self.BUTTON_CROUCH)
1730                 self.pressedkeys |= KEY_CROUCH;
1731         else
1732                 self.pressedkeys &= ~KEY_CROUCH;
1733
1734         if (self.BUTTON_ATCK)
1735                 self.pressedkeys |= KEY_ATCK;
1736         else
1737                 self.pressedkeys &= ~KEY_ATCK;
1738         if (self.BUTTON_ATCK2)
1739                 self.pressedkeys |= KEY_ATCK2;
1740         else
1741                 self.pressedkeys &= ~KEY_ATCK2;
1742 }
1743
1744 /*
1745 ======================
1746 spectate mode routines
1747 ======================
1748 */
1749
1750 void SpectateCopy(entity spectatee) {
1751         other = spectatee;
1752         MUTATOR_CALLHOOK(SpectateCopy);
1753         self.armortype = spectatee.armortype;
1754         self.armorvalue = spectatee.armorvalue;
1755         self.ammo_cells = spectatee.ammo_cells;
1756         self.ammo_plasma = spectatee.ammo_plasma;
1757         self.ammo_shells = spectatee.ammo_shells;
1758         self.ammo_nails = spectatee.ammo_nails;
1759         self.ammo_rockets = spectatee.ammo_rockets;
1760         self.ammo_fuel = spectatee.ammo_fuel;
1761         self.clip_load = spectatee.clip_load;
1762         self.clip_size = spectatee.clip_size;
1763         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1764         self.health = spectatee.health;
1765         self.impulse = 0;
1766         self.items = spectatee.items;
1767         self.last_pickup = spectatee.last_pickup;
1768         self.hit_time = spectatee.hit_time;
1769         self.metertime = spectatee.metertime;
1770         self.strength_finished = spectatee.strength_finished;
1771         self.invincible_finished = spectatee.invincible_finished;
1772         self.pressedkeys = spectatee.pressedkeys;
1773         self.weapons = spectatee.weapons;
1774         self.switchweapon = spectatee.switchweapon;
1775         self.switchingweapon = spectatee.switchingweapon;
1776         self.weapon = spectatee.weapon;
1777         self.vortex_charge = spectatee.vortex_charge;
1778         self.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1779         self.hagar_load = spectatee.hagar_load;
1780         self.arc_heat_percent = spectatee.arc_heat_percent;
1781         self.minelayer_mines = spectatee.minelayer_mines;
1782         self.punchangle = spectatee.punchangle;
1783         self.view_ofs = spectatee.view_ofs;
1784         self.velocity = spectatee.velocity;
1785         self.dmg_take = spectatee.dmg_take;
1786         self.dmg_save = spectatee.dmg_save;
1787         self.dmg_inflictor = spectatee.dmg_inflictor;
1788         self.v_angle = spectatee.v_angle;
1789         self.angles = spectatee.v_angle;
1790         self.frozen = spectatee.frozen;
1791         self.revive_progress = spectatee.revive_progress;
1792         if(!self.BUTTON_USE)
1793                 self.fixangle = true;
1794         setorigin(self, spectatee.origin);
1795         setsize(self, spectatee.mins, spectatee.maxs);
1796         SetZoomState(spectatee.zoomstate);
1797
1798     anticheat_spectatecopy(spectatee);
1799         self.hud = spectatee.hud;
1800         if(spectatee.vehicle)
1801     {
1802         self.fixangle = false;
1803         //self.velocity = spectatee.vehicle.velocity;
1804         self.vehicle_health = spectatee.vehicle_health;
1805         self.vehicle_shield = spectatee.vehicle_shield;
1806         self.vehicle_energy = spectatee.vehicle_energy;
1807         self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1808         self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1809         self.vehicle_reload1 = spectatee.vehicle_reload1;
1810         self.vehicle_reload2 = spectatee.vehicle_reload2;
1811
1812         msg_entity = self;
1813
1814         WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1815             WriteAngle(MSG_ONE,  spectatee.v_angle.x);
1816             WriteAngle(MSG_ONE,  spectatee.v_angle.y);
1817             WriteAngle(MSG_ONE,  spectatee.v_angle.z);
1818
1819         //WriteByte (MSG_ONE, SVC_SETVIEW);
1820         //    WriteEntity(MSG_ONE, self);
1821         //makevectors(spectatee.v_angle);
1822         //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1823     }
1824 }
1825
1826 float SpectateUpdate()
1827 {
1828         if(!self.enemy)
1829             return 0;
1830
1831         if(!IS_PLAYER(self.enemy) || self == self.enemy)
1832         {
1833                 SetSpectator(self, world);
1834                 return 0;
1835         }
1836
1837         SpectateCopy(self.enemy);
1838
1839         return 1;
1840 }
1841
1842 float SpectateSet()
1843 {
1844         if(self.enemy.classname != "player")
1845                 return false;
1846         /*if(self.enemy.vehicle)
1847         {
1848
1849                 msg_entity = self;
1850                 WriteByte(MSG_ONE, SVC_SETVIEW);
1851                 WriteEntity(MSG_ONE, self.enemy);
1852                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1853
1854                 self.movetype = MOVETYPE_NONE;
1855                 accuracy_resend(self);
1856         }
1857         else
1858         {*/
1859                 msg_entity = self;
1860                 WriteByte(MSG_ONE, SVC_SETVIEW);
1861                 WriteEntity(MSG_ONE, self.enemy);
1862                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1863                 self.movetype = MOVETYPE_NONE;
1864                 accuracy_resend(self);
1865
1866                 if(!SpectateUpdate())
1867                         PutObserverInServer();
1868         //}
1869         return true;
1870 }
1871
1872 void SetSpectator(entity player, entity spectatee)
1873 {
1874         entity old_spectatee = player.enemy;
1875
1876         player.enemy = spectatee;
1877
1878         // WEAPONTODO
1879         // these are required to fix the spectator bug with arc
1880         if(old_spectatee && old_spectatee.arc_beam) { old_spectatee.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1881         if(player.enemy && player.enemy.arc_beam) { player.enemy.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1882 }
1883
1884 float Spectate(entity pl)
1885 {
1886         if(g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1887         if(pl.team != self.team)
1888                 return 0;
1889
1890         SetSpectator(self, pl);
1891         return SpectateSet();
1892 }
1893
1894 // Returns next available player to spectate if g_ca_spectate_enemies == 0
1895 entity CA_SpectateNext(entity start) {
1896         if (start.team == self.team) {
1897                 return start;
1898         }
1899
1900         other = start;
1901         // continue from current player
1902         while(other && other.team != self.team) {
1903                 other = find(other, classname, "player");
1904         }
1905
1906         if (!other) {
1907                 // restart from begining
1908                 other = find(other, classname, "player");
1909                 while(other && other.team != self.team) {
1910                         other = find(other, classname, "player");
1911                 }
1912         }
1913
1914         return other;
1915 }
1916
1917 float SpectateNext()
1918 {
1919         other = find(self.enemy, classname, "player");
1920
1921         if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
1922                 // CA and ca players when spectating enemies is forbidden
1923                 other = CA_SpectateNext(other);
1924         } else {
1925                 // other modes and ca spectators or spectating enemies is allowed
1926                 if (!other)
1927                         other = find(other, classname, "player");
1928         }
1929
1930         if(other) { SetSpectator(self, other); }
1931
1932         return SpectateSet();
1933 }
1934
1935 float SpectatePrev()
1936 {
1937         // NOTE: chain order is from the highest to the lower entnum (unlike find)
1938         other = findchain(classname, "player");
1939         if (!other) // no player
1940                 return false;
1941
1942         entity first = other;
1943         // skip players until current spectated player
1944         if(self.enemy)
1945         while(other && other != self.enemy)
1946                 other = other.chain;
1947
1948         if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1949         {
1950                 do { other = other.chain; }
1951                 while(other && other.team != self.team);
1952
1953                 if (!other)
1954                 {
1955                         other = first;
1956                         while(other.team != self.team)
1957                                 other = other.chain;
1958                         if(other == self.enemy)
1959                                 return true;
1960                 }
1961         }
1962         else
1963         {
1964                 if(other.chain)
1965                         other = other.chain;
1966                 else
1967                         other = first;
1968         }
1969         SetSpectator(self, other);
1970         return SpectateSet();
1971 }
1972
1973 /*
1974 =============
1975 ShowRespawnCountdown()
1976
1977 Update a respawn countdown display.
1978 =============
1979 */
1980 void ShowRespawnCountdown()
1981 {
1982         float number;
1983         if(self.deadflag == DEAD_NO) // just respawned?
1984                 return;
1985         else
1986         {
1987                 number = ceil(self.respawn_time - time);
1988                 if(number <= 0)
1989                         return;
1990                 if(number <= self.respawn_countdown)
1991                 {
1992                         self.respawn_countdown = number - 1;
1993                         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
1994                                 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1995                 }
1996         }
1997 }
1998
1999 void LeaveSpectatorMode()
2000 {
2001         if(self.caplayer)
2002                 return;
2003         if(nJoinAllowed(self))
2004         {
2005                 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
2006                 {
2007                         self.classname = "player";
2008                         nades_RemoveBonus(self);
2009
2010                         if(autocvar_g_campaign || autocvar_g_balance_teams)
2011                                 { JoinBestTeam(self, false, true); }
2012
2013                         if(autocvar_g_campaign)
2014                                 { campaign_bots_may_start = 1; }
2015
2016                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
2017
2018                         PutClientInServer();
2019
2020                         if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
2021                 }
2022                 else
2023                         stuffcmd(self, "menu_showteamselect\n");
2024         }
2025         else
2026         {
2027                 // Player may not join because g_maxplayers is set
2028                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
2029         }
2030 }
2031
2032 /**
2033  * Determines whether the player is allowed to join. This depends on cvar
2034  * g_maxplayers, if it isn't used this function always return true, otherwise
2035  * it checks whether the number of currently playing players exceeds g_maxplayers.
2036  * @return int number of free slots for players, 0 if none
2037  */
2038 float nJoinAllowed(entity ignore) {
2039         if(!ignore)
2040         // this is called that way when checking if anyone may be able to join (to build qcstatus)
2041         // so report 0 free slots if restricted
2042         {
2043                 if(autocvar_g_forced_team_otherwise == "spectate")
2044                         return 0;
2045                 if(autocvar_g_forced_team_otherwise == "spectator")
2046                         return 0;
2047         }
2048
2049         if(self.team_forced < 0)
2050                 return 0; // forced spectators can never join
2051
2052         // TODO simplify this
2053         entity e;
2054         float totalClients = 0;
2055         FOR_EACH_CLIENT(e)
2056                 if(e != ignore)
2057                         totalClients += 1;
2058
2059         if (!autocvar_g_maxplayers)
2060                 return maxclients - totalClients;
2061
2062         float currentlyPlaying = 0;
2063         FOR_EACH_REALCLIENT(e)
2064                 if(IS_PLAYER(e) || e.caplayer)
2065                         currentlyPlaying += 1;
2066
2067         if(currentlyPlaying < autocvar_g_maxplayers)
2068                 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2069
2070         return 0;
2071 }
2072
2073 /**
2074  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2075  * g_maxplayers_spectator_blocktime seconds
2076  */
2077 void checkSpectatorBlock() {
2078         if(IS_SPEC(self) || IS_OBSERVER(self))
2079         if(!self.caplayer)
2080         if(IS_REAL_CLIENT(self))
2081         {
2082                 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2083                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2084                         dropclient(self);
2085                 }
2086         }
2087 }
2088
2089 void PrintWelcomeMessage()
2090 {
2091         if(self.motd_actived_time == 0)
2092         {
2093                 if (autocvar_g_campaign) {
2094                         if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
2095                                 self.motd_actived_time = time;
2096                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
2097                         }
2098                 } else {
2099                         if (self.BUTTON_INFO) {
2100                                 self.motd_actived_time = time;
2101                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2102                         }
2103                 }
2104         }
2105         else if(self.motd_actived_time > 0) // showing MOTD or campaign message
2106         {
2107                 if (autocvar_g_campaign) {
2108                         if (self.BUTTON_INFO)
2109                                 self.motd_actived_time = time;
2110                         else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
2111                                 self.motd_actived_time = 0;
2112                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2113                         }
2114                 } else {
2115                         if (self.BUTTON_INFO)
2116                                 self.motd_actived_time = time;
2117                         else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2118                                 self.motd_actived_time = 0;
2119                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2120                         }
2121                 }
2122         }
2123         else //if(self.motd_actived_time < 0) // just connected, motd is active
2124         {
2125                 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
2126                         self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2127                 else if(self.motd_actived_time == -2 || IS_PLAYER(self))
2128                 {
2129                         // instanctly hide MOTD
2130                         self.motd_actived_time = 0;
2131                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2132                 }
2133         }
2134 }
2135
2136 void ObserverThink()
2137 {
2138         if ( self.impulse )
2139         {
2140                 MinigameImpulse(self.impulse);
2141                 self.impulse = 0;
2142         }
2143         float prefered_movetype;
2144         if (self.flags & FL_JUMPRELEASED) {
2145                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2146                         self.flags &= ~FL_JUMPRELEASED;
2147                         self.flags |= FL_SPAWNING;
2148                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2149                         self.flags &= ~FL_JUMPRELEASED;
2150                         if(SpectateNext()) {
2151                                 self.classname = "spectator";
2152                         }
2153                 } else {
2154                         prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2155                         if (self.movetype != prefered_movetype)
2156                                 self.movetype = prefered_movetype;
2157                 }
2158         } else {
2159                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2160                         self.flags |= FL_JUMPRELEASED;
2161                         if(self.flags & FL_SPAWNING)
2162                         {
2163                                 self.flags &= ~FL_SPAWNING;
2164                                 LeaveSpectatorMode();
2165                                 return;
2166                         }
2167                 }
2168         }
2169 }
2170
2171 void SpectatorThink()
2172 {
2173         if ( self.impulse )
2174         {
2175                 MinigameImpulse(self.impulse);
2176                 self.impulse = 0;
2177         }
2178         if (self.flags & FL_JUMPRELEASED) {
2179                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2180                         self.flags &= ~FL_JUMPRELEASED;
2181                         self.flags |= FL_SPAWNING;
2182                 } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
2183                         self.flags &= ~FL_JUMPRELEASED;
2184                         if(SpectateNext()) {
2185                                 self.classname = "spectator";
2186                         } else {
2187                                 self.classname = "observer";
2188                                 PutClientInServer();
2189                         }
2190                         self.impulse = 0;
2191                 } else if(self.impulse == 12 || self.impulse == 16  || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
2192                         self.flags &= ~FL_JUMPRELEASED;
2193                         if(SpectatePrev()) {
2194                                 self.classname = "spectator";
2195                         } else {
2196                                 self.classname = "observer";
2197                                 PutClientInServer();
2198                         }
2199                         self.impulse = 0;
2200                 } else if (self.BUTTON_ATCK2) {
2201                         self.flags &= ~FL_JUMPRELEASED;
2202                         self.classname = "observer";
2203                         PutClientInServer();
2204                 } else {
2205                         if(!SpectateUpdate())
2206                                 PutObserverInServer();
2207                 }
2208         } else {
2209                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2210                         self.flags |= FL_JUMPRELEASED;
2211                         if(self.flags & FL_SPAWNING)
2212                         {
2213                                 self.flags &= ~FL_SPAWNING;
2214                                 LeaveSpectatorMode();
2215                                 return;
2216                         }
2217                 }
2218                 if(!SpectateUpdate())
2219                         PutObserverInServer();
2220         }
2221
2222         self.flags |= FL_CLIENT | FL_NOTARGET;
2223 }
2224
2225 void PlayerUseKey()
2226 {
2227         if (!IS_PLAYER(self))
2228                 return;
2229
2230         if(self.vehicle)
2231         {
2232         vehicles_exit(VHEF_NORMAL);
2233         return;
2234         }
2235
2236         // a use key was pressed; call handlers
2237         MUTATOR_CALLHOOK(PlayerUseKey);
2238 }
2239
2240 float isInvisibleString(string s)
2241 {
2242         float i, n, c;
2243         s = strdecolorize(s);
2244         for((i = 0), (n = strlen(s)); i < n; ++i)
2245         {
2246                 c = str2chr(s, i);
2247                 switch(c)
2248                 {
2249                         case 0:
2250                         case 32: // space
2251                                 break;
2252                         case 192: // charmap space
2253                                 if (!autocvar_utf8_enable)
2254                                         break;
2255                                 return false;
2256                         case 160: // space in unicode fonts
2257                         case 0xE000 + 192: // utf8 charmap space
2258                                 if (autocvar_utf8_enable)
2259                                         break;
2260                         default:
2261                                 return false;
2262                 }
2263         }
2264         return true;
2265 }
2266
2267 /*
2268 =============
2269 PlayerPreThink
2270
2271 Called every frame for each client before the physics are run
2272 =============
2273 */
2274 .float usekeypressed;
2275 void() nexball_setstatus;
2276 .int items_added;
2277 void PlayerPreThink (void)
2278 {
2279         WarpZone_PlayerPhysics_FixVAngle();
2280
2281         self.stat_game_starttime = game_starttime;
2282         self.stat_round_starttime = round_starttime;
2283         self.stat_allow_oldvortexbeam = autocvar_g_allow_oldvortexbeam;
2284         self.stat_leadlimit = autocvar_leadlimit;
2285
2286         if(frametime)
2287         {
2288                 // physics frames: update anticheat stuff
2289                 anticheat_prethink();
2290         }
2291
2292         if(blockSpectators && frametime)
2293                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2294                 checkSpectatorBlock();
2295
2296         zoomstate_set = 0;
2297
2298         // Savage: Check for nameless players
2299         if (isInvisibleString(self.netname)) {
2300                 string new_name = strzone(strcat("Player@", self.netaddress));
2301                 if(autocvar_sv_eventlog)
2302                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", new_name));
2303                 if(self.netname_previous)
2304                         strunzone(self.netname_previous);
2305                 self.netname_previous = strzone(new_name);
2306                 self.netname = self.netname_previous;
2307                 // stuffcmd(self, strcat("name ", self.netname, "\n"));
2308         } else if(self.netname_previous != self.netname) {
2309                 if(autocvar_sv_eventlog)
2310                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2311                 if(self.netname_previous)
2312                         strunzone(self.netname_previous);
2313                 self.netname_previous = strzone(self.netname);
2314         }
2315
2316         // version nagging
2317         if(self.version_nagtime)
2318                 if(self.cvar_g_xonoticversion)
2319                         if(time > self.version_nagtime)
2320                         {
2321                                 // don't notify git users
2322                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2323                                 {
2324                                         if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2325                                         {
2326                                                 // notify release users if connecting to git
2327                                                 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");
2328                                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2329                                         }
2330                                         else
2331                                         {
2332                                                 float r;
2333                                                 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2334                                                 if(r < 0)
2335                                                 {
2336                                                         // give users new version
2337                                                         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");
2338                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2339                                                 }
2340                                                 else if(r > 0)
2341                                                 {
2342                                                         // notify users about old server version
2343                                                         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");
2344                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2345                                                 }
2346                                         }
2347                                 }
2348                                 self.version_nagtime = 0;
2349                         }
2350
2351         // GOD MODE info
2352         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2353         {
2354                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2355                 self.max_armorvalue = 0;
2356         }
2357
2358         if(self.frozen == 2)
2359         {
2360                 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
2361                 self.health = max(1, self.revive_progress * start_health);
2362                 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
2363
2364                 if(self.revive_progress >= 1)
2365                         Unfreeze(self);
2366         }
2367         else if(self.frozen == 3)
2368         {
2369                 self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1);
2370                 self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress );
2371
2372                 if(self.health < 1)
2373                 {
2374                         if(self.vehicle)
2375                                 vehicles_exit(VHEF_RELESE);
2376                         self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE, self.origin, '0 0 0');
2377                 }
2378                 else if ( self.revive_progress <= 0 )
2379                         Unfreeze(self);
2380         }
2381
2382         MUTATOR_CALLHOOK(PlayerPreThink);
2383
2384         if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2385         {
2386                 if(self.BUTTON_USE && !self.usekeypressed)
2387                         PlayerUseKey();
2388                 self.usekeypressed = self.BUTTON_USE;
2389         }
2390
2391         if(IS_REAL_CLIENT(self))
2392                 PrintWelcomeMessage();
2393
2394         if(IS_PLAYER(self))
2395         {
2396
2397                 CheckRules_Player();
2398
2399                 if (intermission_running)
2400                 {
2401                         IntermissionThink ();   // otherwise a button could be missed between
2402                         return;                                 // the think tics
2403                 }
2404
2405                 //don't allow the player to turn around while game is paused!
2406                 if(timeout_status == TIMEOUT_ACTIVE) {
2407                         // FIXME turn this into CSQC stuff
2408                         self.v_angle = self.lastV_angle;
2409                         self.angles = self.lastV_angle;
2410                         self.fixangle = true;
2411                 }
2412
2413                 if(frametime)
2414                 {
2415                         if(self.weapon == WEP_VORTEX && WEP_CVAR(vortex, charge))
2416                         {
2417                                 self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.vortex_charge / WEP_CVAR(vortex, charge_animlimit));
2418                                 self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.vortex_charge / WEP_CVAR(vortex, charge_animlimit));
2419                                 self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.vortex_charge / WEP_CVAR(vortex, charge_animlimit));
2420
2421                                 if(self.vortex_charge > WEP_CVAR(vortex, charge_animlimit))
2422                                 {
2423                                         self.weaponentity_glowmod_x = self.weaponentity_glowmod.x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.vortex_charge - WEP_CVAR(vortex, charge_animlimit)) / (1 - WEP_CVAR(vortex, charge_animlimit));
2424                                         self.weaponentity_glowmod_y = self.weaponentity_glowmod.y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.vortex_charge - WEP_CVAR(vortex, charge_animlimit)) / (1 - WEP_CVAR(vortex, charge_animlimit));
2425                                         self.weaponentity_glowmod_z = self.weaponentity_glowmod.z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.vortex_charge - WEP_CVAR(vortex, charge_animlimit)) / (1 - WEP_CVAR(vortex, charge_animlimit));
2426                                 }
2427                         }
2428                         else
2429                                 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, true) * 2;
2430
2431                         player_powerups();
2432                 }
2433
2434                 if (self.deadflag != DEAD_NO)
2435                 {
2436                         if(self.personal && g_race_qualifying)
2437                         {
2438                                 if(time > self.respawn_time)
2439                                 {
2440                                         self.respawn_time = time + 1; // only retry once a second
2441                                         self.stat_respawn_time = self.respawn_time;
2442                                         respawn();
2443                                         self.impulse = 141;
2444                                 }
2445                         }
2446                         else
2447                         {
2448                                 float button_pressed;
2449                                 if(frametime)
2450                                         player_anim();
2451                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2452
2453                                 if (self.deadflag == DEAD_DYING)
2454                                 {
2455                                         if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2456                                                 self.deadflag = DEAD_RESPAWNING;
2457                                         else if(!button_pressed)
2458                                                 self.deadflag = DEAD_DEAD;
2459                                 }
2460                                 else if (self.deadflag == DEAD_DEAD)
2461                                 {
2462                                         if(button_pressed)
2463                                                 self.deadflag = DEAD_RESPAWNABLE;
2464                                         else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2465                                                 self.deadflag = DEAD_RESPAWNING;
2466                                 }
2467                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2468                                 {
2469                                         if(!button_pressed)
2470                                                 self.deadflag = DEAD_RESPAWNING;
2471                                 }
2472                                 else if (self.deadflag == DEAD_RESPAWNING)
2473                                 {
2474                                         if(time > self.respawn_time)
2475                                         {
2476                                                 self.respawn_time = time + 1; // only retry once a second
2477                                                 self.respawn_time_max = self.respawn_time;
2478                                                 respawn();
2479                                         }
2480                                 }
2481
2482                                 ShowRespawnCountdown();
2483
2484                                 if(self.respawn_flags & RESPAWN_SILENT)
2485                                         self.stat_respawn_time = 0;
2486                                 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2487                                         self.stat_respawn_time = self.respawn_time_max;
2488                                 else
2489                                         self.stat_respawn_time = self.respawn_time;
2490                         }
2491
2492                         // if respawning, invert stat_respawn_time to indicate this, the client translates it
2493                         if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2494                                 self.stat_respawn_time *= -1;
2495
2496                         return;
2497                 }
2498
2499                 self.prevorigin = self.origin;
2500
2501                 float do_crouch = self.BUTTON_CROUCH;
2502                 if(self.hook.state)
2503                         do_crouch = 0;
2504                 if(self.vehicle)
2505                         do_crouch = 0;
2506                 if(self.frozen)
2507                         do_crouch = 0;
2508
2509                 // WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
2510                 // It cannot be predicted by the engine!
2511                 if((self.weapon == WEP_SHOCKWAVE || self.weapon == WEP_SHOTGUN) && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2512                         do_crouch = 0;
2513
2514                 if (do_crouch)
2515                 {
2516                         if (!self.crouch)
2517                         {
2518                                 self.crouch = true;
2519                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2520                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2521                                 // setanim(self, self.anim_duck, false, true, true); // this anim is BROKEN anyway
2522                         }
2523                 }
2524                 else
2525                 {
2526                         if (self.crouch)
2527                         {
2528                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, false, self);
2529                                 if (!trace_startsolid)
2530                                 {
2531                                         self.crouch = false;
2532                                         self.view_ofs = PL_VIEW_OFS;
2533                                         setsize (self, PL_MIN, PL_MAX);
2534                                 }
2535                         }
2536                 }
2537
2538                 FixPlayermodel();
2539
2540                 GrapplingHookFrame();
2541
2542                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2543                 //if(frametime)
2544                 {
2545                         self.items &= ~self.items_added;
2546
2547                         W_WeaponFrame();
2548
2549                         self.items_added = 0;
2550                         if(self.items & IT_JETPACK)
2551                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2552                                         self.items_added |= IT_FUEL;
2553
2554                         self.items |= self.items_added;
2555                 }
2556
2557                 player_regen();
2558
2559                 // WEAPONTODO: Add a weapon request for this
2560                 // rot vortex charge to the charge limit
2561                 if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
2562                         self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2563
2564                 if(frametime)
2565                         player_anim();
2566
2567                 // secret status
2568                 secrets_setstatus();
2569
2570                 // monsters status
2571                 monsters_setstatus();
2572
2573                 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2574
2575                 //self.angles_y=self.v_angle_y + 90;   // temp
2576         } else if(gameover) {
2577                 if (intermission_running)
2578                         IntermissionThink ();   // otherwise a button could be missed between
2579                 return;
2580         } else if(IS_OBSERVER(self)) {
2581                 ObserverThink();
2582         } else if(IS_SPEC(self)) {
2583                 SpectatorThink();
2584         }
2585
2586         // WEAPONTODO: Add weapon request for this
2587         if(!zoomstate_set)
2588                 SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_VORTEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_RIFLE && WEP_CVAR(rifle, secondary) == 0)); // WEAPONTODO
2589
2590         float oldspectatee_status;
2591         oldspectatee_status = self.spectatee_status;
2592         if(IS_SPEC(self))
2593                 self.spectatee_status = num_for_edict(self.enemy);
2594         else if(IS_OBSERVER(self))
2595                 self.spectatee_status = num_for_edict(self);
2596         else
2597                 self.spectatee_status = 0;
2598         if(self.spectatee_status != oldspectatee_status)
2599         {
2600                 ClientData_Touch(self);
2601         }
2602
2603         if(self.teamkill_soundtime)
2604         if(time > self.teamkill_soundtime)
2605         {
2606                 self.teamkill_soundtime = 0;
2607
2608                 entity oldpusher, oldself;
2609
2610                 oldself = self; self = self.teamkill_soundsource;
2611                 oldpusher = self.pusher; self.pusher = oldself;
2612
2613                 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2614
2615                 self.pusher = oldpusher;
2616                 self = oldself;
2617         }
2618
2619         if(self.taunt_soundtime)
2620         if(time > self.taunt_soundtime)
2621         {
2622                 self.taunt_soundtime = 0;
2623                 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2624         }
2625
2626         target_voicescript_next(self);
2627
2628         // WEAPONTODO: Move into weaponsystem somehow
2629         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2630         if(!self.weapon)
2631                 self.clip_load = self.clip_size = 0;
2632 }
2633
2634 /*
2635 =============
2636 PlayerPostThink
2637
2638 Called every frame for each client after the physics are run
2639 =============
2640 */
2641 .float idlekick_lasttimeleft;
2642 void PlayerPostThink (void)
2643 {
2644         if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2645         if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2646         {
2647                 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2648                 {
2649                         if(self.idlekick_lasttimeleft)
2650                         {
2651                                 self.idlekick_lasttimeleft = 0;
2652                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2653                         }
2654                 }
2655                 else
2656                 {
2657                         float timeleft;
2658                         timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2659                         if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2660                         {
2661                                 if(!self.idlekick_lasttimeleft)
2662                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2663                         }
2664                         if(timeleft <= 0)
2665                         {
2666                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2667                                 dropclient(self);
2668                                 return;
2669                         }
2670                         else if(timeleft <= 10)
2671                         {
2672                                 if(timeleft != self.idlekick_lasttimeleft)
2673                                         { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2674                                 self.idlekick_lasttimeleft = timeleft;
2675                         }
2676                 }
2677         }
2678
2679         CheatFrame();
2680
2681         //CheckPlayerJump();
2682
2683         if(IS_PLAYER(self)) {
2684                 CheckRules_Player();
2685                 UpdateChatBubble();
2686                 if (self.impulse)
2687                         ImpulseCommands();
2688                 if (intermission_running)
2689                         return;         // intermission or finale
2690                 GetPressedKeys();
2691         }
2692
2693         /*
2694         float i;
2695         for(i = 0; i < 1000; ++i)
2696         {
2697                 vector end;
2698                 end = self.origin + '0 0 1024' + 512 * randomvec();
2699                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2700                 if(trace_fraction < 1)
2701                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2702                 {
2703                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2704                         break;
2705                 }
2706         }
2707         */
2708
2709         if(self.waypointsprite_attachedforcarrier)
2710                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON));
2711
2712         playerdemo_write();
2713
2714         CSQCMODEL_AUTOUPDATE();
2715 }