]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/cl_client.qc
Merge branch 'master' into Mario/weapons_new
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_client.qc
1 void send_CSQC_teamnagger() {
2         WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
3         WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
4 }
5
6 float ClientData_Send(entity to, float sf)
7 {
8         if(to != self.owner)
9         {
10                 error("wtf");
11                 return FALSE;
12         }
13
14         entity e;
15
16         e = to;
17         if(IS_SPEC(to))
18                 e = to.enemy;
19
20         sf = 0;
21
22         if(e.race_completed)
23                 sf |= 1; // forced scoreboard
24         if(to.spectatee_status)
25                 sf |= 2; // spectator ent number follows
26         if(e.zoomstate)
27                 sf |= 4; // zoomed
28         if(e.porto_v_angle_held)
29                 sf |= 8; // angles held
30
31         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
32         WriteByte(MSG_ENTITY, sf);
33
34         if(sf & 2)
35                 WriteByte(MSG_ENTITY, to.spectatee_status);
36
37         if(sf & 8)
38         {
39                 WriteAngle(MSG_ENTITY, e.v_angle_x);
40                 WriteAngle(MSG_ENTITY, e.v_angle_y);
41         }
42
43         return TRUE;
44 }
45
46 void ClientData_Attach()
47 {
48         Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
49         self.clientdata.drawonlytoclient = self;
50         self.clientdata.owner = self;
51 }
52
53 void ClientData_Detach()
54 {
55         remove(self.clientdata);
56         self.clientdata = world;
57 }
58
59 void ClientData_Touch(entity e)
60 {
61         e.clientdata.SendFlags = 1;
62
63         // make it spectatable
64         entity e2;
65         FOR_EACH_REALCLIENT(e2)
66         {
67                 if(e2 != e)
68                         if(IS_SPEC(e2))
69                                 if(e2.enemy == e)
70                                         e2.clientdata.SendFlags = 1;
71         }
72 }
73
74 .string netname_previous;
75
76 void SetSpectator(entity player, entity spectatee);
77
78
79 /*
80 =============
81 CheckPlayerModel
82
83 Checks if the argument string can be a valid playermodel.
84 Returns a valid one in doubt.
85 =============
86 */
87 string FallbackPlayerModel;
88 string CheckPlayerModel(string plyermodel) {
89         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
90         {
91                 // note: we cannot summon Don Strunzone here, some player may
92                 // still have the model string set. In case anyone manages how
93                 // to change a cvar default, we'll have a small leak here.
94                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
95         }
96         // only in right path
97         if( substring(plyermodel,0,14) != "models/player/")
98                 return FallbackPlayerModel;
99         // only good file extensions
100         if(substring(plyermodel,-4,4) != ".zym")
101         if(substring(plyermodel,-4,4) != ".dpm")
102         if(substring(plyermodel,-4,4) != ".iqm")
103         if(substring(plyermodel,-4,4) != ".md3")
104         if(substring(plyermodel,-4,4) != ".psk")
105                 return FallbackPlayerModel;
106         // forbid the LOD models
107         if(substring(plyermodel, -9,5) == "_lod1")
108                 return FallbackPlayerModel;
109         if(substring(plyermodel, -9,5) == "_lod2")
110                 return FallbackPlayerModel;
111         if(plyermodel != strtolower(plyermodel))
112                 return FallbackPlayerModel;
113         // also, restrict to server models
114         if(autocvar_sv_servermodelsonly)
115         {
116                 if(!fexists(plyermodel))
117                         return FallbackPlayerModel;
118         }
119         return plyermodel;
120 }
121
122 void setplayermodel(entity e, string modelname)
123 {
124         precache_model(modelname);
125         setmodel(e, modelname);
126         player_setupanimsformodel();
127         UpdatePlayerSounds();
128 }
129
130 /*
131 =============
132 PutObserverInServer
133
134 putting a client as observer in the server
135 =============
136 */
137 void FixPlayermodel();
138 void PutObserverInServer (void)
139 {
140         entity  spot;
141     self.hud = HUD_NORMAL;
142
143         if(IS_PLAYER(self)) { pointparticles(particleeffectnum("spawn_event_neutral"), self.origin, '0 0 0', 1); }
144
145         spot = SelectSpawnPoint (TRUE);
146         if(!spot)
147                 error("No spawnpoints for observers?!?\n");
148         RemoveGrapplingHook(self); // Wazat's Grappling Hook
149
150         if(IS_REAL_CLIENT(self))
151         {
152                 msg_entity = self;
153                 WriteByte(MSG_ONE, SVC_SETVIEW);
154                 WriteEntity(MSG_ONE, self);
155         }
156
157         self.frags = FRAGS_SPECTATOR;
158
159         MUTATOR_CALLHOOK(MakePlayerObserver);
160
161         Portal_ClearAll(self);
162
163         Unfreeze(self);
164
165         if(self.alivetime)
166         {
167                 if(!warmup_stage)
168                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
169                 self.alivetime = 0;
170         }
171
172         if(self.vehicle)
173                 vehicles_exit(VHEF_RELESE);
174
175         WaypointSprite_PlayerDead();
176
177         if (!g_ca)  // don't reset teams when moving a ca player to the spectators
178                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog
179
180         if(self.killcount != -666)
181         {
182                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
183                 if(autocvar_g_chat_nospectators == 1 || (cvar("g_warmup") && !(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
184                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_CHAT_NOSPECTATORS);
185
186                 if(self.just_joined == FALSE) {
187                         LogTeamchange(self.playerid, -1, 4);
188                 } else
189                         self.just_joined = FALSE;
190         }
191
192         PlayerScore_Clear(self); // clear scores when needed
193
194         accuracy_resend(self);
195
196         self.spectatortime = time;
197
198         self.classname = "observer";
199         self.iscreature = FALSE;
200         self.teleportable = TELEPORT_SIMPLE;
201         self.damagedbycontents = FALSE;
202         self.health = -666;
203         self.takedamage = DAMAGE_NO;
204         self.solid = SOLID_NOT;
205         self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
206         self.flags = FL_CLIENT | FL_NOTARGET;
207         self.armorvalue = 666;
208         self.effects = 0;
209         self.armorvalue = autocvar_g_balance_armor_start;
210         self.pauserotarmor_finished = 0;
211         self.pauserothealth_finished = 0;
212         self.pauseregen_finished = 0;
213         self.damageforcescale = 0;
214         self.death_time = 0;
215         self.respawn_flags = 0;
216         self.respawn_time = 0;
217         self.stat_respawn_time = 0;
218         self.alpha = 0;
219         self.scale = 0;
220         self.fade_time = 0;
221         self.pain_frame = 0;
222         self.pain_finished = 0;
223         self.strength_finished = 0;
224         self.invincible_finished = 0;
225         self.superweapons_finished = 0;
226         self.pushltime = 0;
227         self.istypefrag = 0;
228         self.think = func_null;
229         self.nextthink = 0;
230         self.hook_time = 0;
231         self.deadflag = DEAD_NO;
232         self.angles = spot.angles;
233         self.angles_z = 0;
234         self.fixangle = TRUE;
235         self.crouch = FALSE;
236         self.revival_time = 0;
237
238         setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
239         self.prevorigin = self.origin;
240         self.items = 0;
241         self.weapons = '0 0 0';
242         self.model = "";
243         FixPlayermodel();
244         setmodel(self, "null");
245         self.drawonlytoclient = self;
246
247         setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
248         self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
249
250         self.weapon = 0;
251         self.weaponname = "";
252         self.switchingweapon = 0;
253         self.weaponmodel = "";
254         self.weaponentity = world;
255         self.exteriorweaponentity = world;
256         self.killcount = -666;
257         self.velocity = '0 0 0';
258         self.avelocity = '0 0 0';
259         self.punchangle = '0 0 0';
260         self.punchvector = '0 0 0';
261         self.oldvelocity = self.velocity;
262         self.fire_endtime = -1;
263 }
264
265 .float model_randomizer;
266 void FixPlayermodel()
267 {
268         string defaultmodel;
269         float defaultskin, chmdl, oldskin, n, i;
270         vector m1, m2;
271
272         defaultmodel = "";
273         defaultskin = 0;
274         chmdl = FALSE;
275
276         if(autocvar_sv_defaultcharacter == 1)
277         {
278                 if(teamplay)
279                 {
280                         string s;
281                         s = Static_Team_ColorName_Lower(self.team);
282                         if(s != "neutral")
283                         {
284                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
285                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
286                         }
287                 }
288
289                 if(defaultmodel == "")
290                 {
291                         defaultmodel = autocvar_sv_defaultplayermodel;
292                         defaultskin = autocvar_sv_defaultplayerskin;
293                 }
294
295                 n = tokenize_console(defaultmodel);
296                 if(n > 0)
297                 {
298                         defaultmodel = argv(floor(n * self.model_randomizer));
299                         // However, do NOT randomize if the player-selected model is in the list.
300                         for (i = 0; i < n; ++i)
301                                 if ((argv(i) == self.playermodel && defaultskin == stof(self.playerskin)) || argv(i) == strcat(self.playermodel, ":", self.playerskin))
302                                         defaultmodel = argv(i);
303                 }
304
305                 i = strstrofs(defaultmodel, ":", 0);
306                 if(i >= 0)
307                 {
308                         defaultskin = stof(substring(defaultmodel, i+1, -1));
309                         defaultmodel = substring(defaultmodel, 0, i);
310                 }
311         }
312
313         if(defaultmodel != "")
314         {
315                 if (defaultmodel != self.model)
316                 {
317                         m1 = self.mins;
318                         m2 = self.maxs;
319                         setplayermodel (self, defaultmodel);
320                         setsize (self, m1, m2);
321                         chmdl = TRUE;
322                 }
323
324                 oldskin = self.skin;
325                 self.skin = defaultskin;
326         } else {
327                 if (self.playermodel != self.model || self.playermodel == "")
328                 {
329                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
330                         m1 = self.mins;
331                         m2 = self.maxs;
332                         setplayermodel (self, self.playermodel);
333                         setsize (self, m1, m2);
334                         chmdl = TRUE;
335                 }
336
337                 oldskin = self.skin;
338                 self.skin = stof(self.playerskin);
339         }
340
341         if(chmdl || oldskin != self.skin) // model or skin has changed
342         {
343                 self.species = player_getspecies(); // update species
344                 UpdatePlayerSounds(); // update skin sounds
345         }
346
347         if(!teamplay)
348                 if(strlen(autocvar_sv_defaultplayercolors))
349                         if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
350                                 setcolor(self, stof(autocvar_sv_defaultplayercolors));
351 }
352
353 /*
354 =============
355 PutClientInServer
356
357 Called when a client spawns in the server
358 =============
359 */
360 void PutClientInServer (void)
361 {
362         if(IS_BOT_CLIENT(self))
363                 self.classname = "player";
364         else if(IS_REAL_CLIENT(self))
365         {
366                 msg_entity = self;
367                 WriteByte(MSG_ONE, SVC_SETVIEW);
368                 WriteEntity(MSG_ONE, self);
369         }
370
371         SetSpectator(self, world);
372
373         // reset player keys
374         self.itemkeys = 0;
375
376         MUTATOR_CALLHOOK(PutClientInServer);
377
378         if(gameover)
379                 self.classname = "observer";
380
381         if(IS_PLAYER(self))
382         {
383                 entity spot, oldself;
384                 float j;
385
386                 accuracy_resend(self);
387
388                 if(self.team < 0)
389                         JoinBestTeam(self, FALSE, TRUE);
390
391                 spot = SelectSpawnPoint (FALSE);
392                 if(!spot)
393                 {
394                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
395                         return; // spawn failed
396                 }
397
398                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
399
400                 if(self.vehicle)
401                         vehicles_exit(VHEF_RELESE);
402
403                 self.classname = "player";
404                 self.wasplayer = TRUE;
405                 self.iscreature = TRUE;
406                 self.teleportable = TELEPORT_NORMAL;
407                 self.damagedbycontents = TRUE;
408                 self.movetype = MOVETYPE_WALK;
409                 self.solid = SOLID_SLIDEBOX;
410                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
411                 if(autocvar_g_playerclip_collisions)
412                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
413                 if(IS_BOT_CLIENT(self) && autocvar_g_botclip_collisions)
414                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
415                 self.frags = FRAGS_PLAYER;
416                 if(INDEPENDENT_PLAYERS)
417                         MAKE_INDEPENDENT_PLAYER(self);
418                 self.flags = FL_CLIENT;
419                 if(autocvar__notarget)
420                         self.flags |= FL_NOTARGET;
421                 self.takedamage = DAMAGE_AIM;
422                 self.effects = 0;
423                 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
424                 self.air_finished = time + 12;
425                 self.dmg = 2;
426                 if(WEP_CVAR(vortex, charge))
427                 {
428                         if(WEP_CVAR_SEC(vortex, chargepool))
429                                 self.vortex_chargepool_ammo = 1;
430                         self.vortex_charge = WEP_CVAR(vortex, charge_start);
431                 }
432
433                 if(warmup_stage)
434                 {
435                         self.ammo_shells = warmup_start_ammo_shells;
436                         self.ammo_nails = warmup_start_ammo_nails;
437                         self.ammo_rockets = warmup_start_ammo_rockets;
438                         self.ammo_cells = warmup_start_ammo_cells;
439                         self.ammo_plasma = warmup_start_ammo_plasma;
440                         self.ammo_fuel = warmup_start_ammo_fuel;
441                         self.health = warmup_start_health;
442                         self.armorvalue = warmup_start_armorvalue;
443                         self.weapons = WARMUP_START_WEAPONS;
444                 }
445                 else
446                 {
447                         self.ammo_shells = start_ammo_shells;
448                         self.ammo_nails = start_ammo_nails;
449                         self.ammo_rockets = start_ammo_rockets;
450                         self.ammo_cells = start_ammo_cells;
451                         self.ammo_plasma = start_ammo_plasma;
452                         self.ammo_fuel = start_ammo_fuel;
453                         self.health = start_health;
454                         self.armorvalue = start_armorvalue;
455                         self.weapons = start_weapons;
456                 }
457
458                 if(self.weapons & WEPSET_SUPERWEAPONS)
459                         self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
460                 else
461                         self.superweapons_finished = 0;
462
463                 if(g_weaponarena_random) // WEAPONTODO: more stuff that should be in a mutator. also: rename those cvars
464                 {
465                         if(g_weaponarena_random_with_blaster)
466                                 self.weapons &= ~WEPSET_BLASTER;
467                         W_RandomWeapons(self, g_weaponarena_random);
468                         if(g_weaponarena_random_with_blaster)
469                                 self.weapons |= WEPSET_BLASTER;
470                 }
471
472                 self.items = start_items;
473
474                 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
475                 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
476                 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
477                 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
478                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
479                 //extend the pause of rotting if client was reset at the beginning of the countdown
480                 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
481                         self.spawnshieldtime += game_starttime - time;
482                         self.pauserotarmor_finished += game_starttime - time;
483                         self.pauserothealth_finished += game_starttime - time;
484                         self.pauseregen_finished += game_starttime - time;
485                 }
486                 self.damageforcescale = 2;
487                 self.death_time = 0;
488                 self.respawn_flags = 0;
489                 self.respawn_time = 0;
490                 self.stat_respawn_time = 0;
491                 self.scale = 0;
492                 self.fade_time = 0;
493                 self.pain_frame = 0;
494                 self.pain_finished = 0;
495                 self.strength_finished = 0;
496                 self.invincible_finished = 0;
497                 self.pushltime = 0;
498                 // players have no think function
499                 self.think = func_null;
500                 self.nextthink = 0;
501                 self.hook_time = 0;
502                 self.dmg_team = 0;
503                 self.ballistics_density = autocvar_g_ballistics_density_player;
504
505                 self.metertime = 0;
506
507                 self.deadflag = DEAD_NO;
508
509                 self.angles = spot.angles;
510
511                 self.angles_z = 0; // never spawn tilted even if the spot says to
512                 if(IS_BOT_CLIENT(self))
513                         self.v_angle = self.angles;
514                 self.fixangle = TRUE; // turn this way immediately
515                 self.velocity = '0 0 0';
516                 self.avelocity = '0 0 0';
517                 self.punchangle = '0 0 0';
518                 self.punchvector = '0 0 0';
519                 self.oldvelocity = self.velocity;
520                 self.fire_endtime = -1;
521                 self.revival_time = 0;
522
523                 entity spawnevent = spawn();
524                 spawnevent.owner = self;
525                 Net_LinkEntity(spawnevent, FALSE, 0.5, SpawnEvent_Send);
526
527                 // Cut off any still running player sounds.
528                 stopsound(self, CH_PLAYER_SINGLE);
529
530                 self.model = "";
531                 FixPlayermodel();
532                 self.drawonlytoclient = world;
533
534                 self.crouch = FALSE;
535                 self.view_ofs = PL_VIEW_OFS;
536                 setsize (self, PL_MIN, PL_MAX);
537                 self.spawnorigin = spot.origin;
538                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
539                 // don't reset back to last position, even if new position is stuck in solid
540                 self.oldorigin = self.origin;
541                 self.prevorigin = self.origin;
542                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
543                 self.lastteleporttime = time; // prevent insane speeds due to changing origin
544         self.hud = HUD_NORMAL;
545
546                 self.event_damage = PlayerDamage;
547
548                 self.bot_attack = TRUE;
549                 self.monster_attack = TRUE;
550                 
551                 self.spider_slowness = 0;
552
553                 self.statdraintime = time + 5;
554                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
555
556                 if(self.killcount == -666) {
557                         PlayerScore_Clear(self);
558                         self.killcount = 0;
559                 }
560
561                 CL_SpawnWeaponentity();
562                 self.alpha = default_player_alpha;
563                 self.colormod = '1 1 1' * autocvar_g_player_brightness;
564                 self.exteriorweaponentity.alpha = default_weapon_alpha;
565
566                 self.speedrunning = FALSE;
567
568                 //stuffcmd(self, "chase_active 0");
569                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
570
571                 target_voicescript_clear(self);
572
573                 // reset fields the weapons may use
574                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
575                 {
576                         WEP_ACTION(j, WR_RESETPLAYER);
577
578                         // all weapons must be fully loaded when we spawn
579                         entity e;
580                         e = get_weaponinfo(j);
581                         if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
582                                 self.(weapon_load[j]) = e.reloading_ammo;
583                 }
584
585                 oldself = self;
586                 self = spot;
587                         activator = oldself;
588                                 string s;
589                                 s = self.target;
590                                 self.target = string_null;
591                                 SUB_UseTargets();
592                                 self.target = s;
593                         activator = world;
594                 self = oldself;
595
596                 Unfreeze(self);
597
598                 spawn_spot = spot;
599                 MUTATOR_CALLHOOK(PlayerSpawn);
600
601                 if(autocvar_spawn_debug)
602                 {
603                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
604                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
605                 }
606
607                 self.switchweapon = w_getbestweapon(self);
608                 self.cnt = -1; // W_LastWeapon will not complain
609                 self.weapon = 0;
610                 self.weaponname = "";
611                 self.switchingweapon = 0;
612
613                 if(!warmup_stage)
614                         if(!self.alivetime)
615                                 self.alivetime = time;
616
617                 antilag_clear(self);
618         }
619         else if(IS_OBSERVER(self))
620         {
621                 PutObserverInServer ();
622         }
623 }
624
625 .float ebouncefactor, ebouncestop; // electro's values
626 // TODO do we need all these fields, or should we stop autodetecting runtime
627 // changes and just have a console command to update this?
628 float ClientInit_SendEntity(entity to, float sf)
629 {
630         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
631         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
632         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
633         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
634         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
635         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
636         WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[0]));
637         WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[1]));
638         WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[2]));
639         WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[3]));
640
641         if(sv_foginterval && world.fog != "")
642                 WriteString(MSG_ENTITY, world.fog);
643         else
644                 WriteString(MSG_ENTITY, "");
645         WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
646         WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_mortar_bouncefactor // WEAPONTODO
647         WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_mortar_bouncestop
648         WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_mortar_bouncefactor
649         WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_mortar_bouncestop
650         WriteByte(MSG_ENTITY, WEP_CVAR(vortex, secondary)); // client has to know if it should zoom or not // WEAPONTODO
651         WriteByte(MSG_ENTITY, WEP_CVAR(rifle, secondary)); // client has to know if it should zoom or not // WEAPONTODO
652         WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
653         WriteByte(MSG_ENTITY, WEP_CVAR(minelayer, limit)); // minelayer max mines // WEAPONTODO
654         WriteByte(MSG_ENTITY, WEP_CVAR_SEC(hagar, load_max)); // hagar max loadable rockets // WEAPONTODO
655         WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
656         WriteByte(MSG_ENTITY, WEP_CVAR(porto, secondary)); // WEAPONTODO
657         return TRUE;
658 }
659
660 void ClientInit_CheckUpdate()
661 {
662         self.nextthink = time;
663         if(self.count != autocvar_g_balance_armor_blockpercent)
664         {
665                 self.count = autocvar_g_balance_armor_blockpercent;
666                 self.SendFlags |= 1;
667         }
668         if(self.bouncefactor != autocvar_g_balance_mortar_bouncefactor) // WEAPONTODO
669         {
670                 self.bouncefactor = autocvar_g_balance_mortar_bouncefactor;
671                 self.SendFlags |= 1;
672         }
673         if(self.bouncestop != autocvar_g_balance_mortar_bouncestop)
674         {
675                 self.bouncestop = autocvar_g_balance_mortar_bouncestop;
676                 self.SendFlags |= 1;
677         }
678         if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
679         {
680                 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
681                 self.SendFlags |= 1;
682         }
683         if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
684         {
685                 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
686                 self.SendFlags |= 1;
687         }
688 }
689
690 void ClientInit_Spawn()
691 {
692         entity o;
693         entity e;
694         e = spawn();
695         e.classname = "clientinit";
696         e.think = ClientInit_CheckUpdate;
697         Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
698
699         o = self;
700         self = e;
701         ClientInit_CheckUpdate();
702         self = o;
703 }
704
705 /*
706 =============
707 SetNewParms
708 =============
709 */
710 void SetNewParms (void)
711 {
712         // initialize parms for a new player
713         parm1 = -(86400 * 366);
714 }
715
716 /*
717 =============
718 SetChangeParms
719 =============
720 */
721 void SetChangeParms (void)
722 {
723         // save parms for level change
724         parm1 = self.parm_idlesince - time;
725 }
726
727 /*
728 =============
729 DecodeLevelParms
730 =============
731 */
732 void DecodeLevelParms (void)
733 {
734         // load parms
735         self.parm_idlesince = parm1;
736         if(self.parm_idlesince == -(86400 * 366))
737                 self.parm_idlesince = time;
738
739         // whatever happens, allow 60 seconds of idling directly after connect for map loading
740         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
741 }
742
743 /*
744 =============
745 ClientKill
746
747 Called when a client types 'kill' in the console
748 =============
749 */
750
751 .float clientkill_nexttime;
752 void ClientKill_Now_TeamChange()
753 {
754         if(self.killindicator_teamchange == -1)
755         {
756                 JoinBestTeam( self, FALSE, TRUE );
757         }
758         else if(self.killindicator_teamchange == -2)
759         {
760                 if(blockSpectators)
761                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
762                 PutObserverInServer();
763         }
764         else
765                 SV_ChangeTeam(self.killindicator_teamchange - 1);
766         self.killindicator_teamchange = 0;
767 }
768
769 void ClientKill_Now()
770 {
771         if(self.vehicle)
772         {
773             vehicles_exit(VHEF_RELESE);
774             if(!self.killindicator_teamchange)
775             {
776             self.vehicle_health = -1;
777             Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
778             }
779         }
780
781         if(self.killindicator && !wasfreed(self.killindicator))
782                 remove(self.killindicator);
783
784         self.killindicator = world;
785
786         if(self.killindicator_teamchange)
787                 ClientKill_Now_TeamChange();
788
789         // in any case:
790         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
791
792         // now I am sure the player IS dead
793 }
794 void KillIndicator_Think()
795 {
796         if (gameover)
797         {
798                 self.owner.killindicator = world;
799                 remove(self);
800                 return;
801         }
802
803         if (self.owner.alpha < 0 && !self.owner.vehicle)
804         {
805                 self.owner.killindicator = world;
806                 remove(self);
807                 return;
808         }
809
810         if(self.cnt <= 0)
811         {
812                 self = self.owner;
813                 ClientKill_Now(); // no oldself needed
814                 return;
815         }
816     else if(g_cts && self.health == 1) // health == 1 means that it's silent
817     {
818         self.nextthink = time + 1;
819         self.cnt -= 1;
820     }
821         else
822         {
823                 if(self.cnt <= 10)
824                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
825                 if(IS_REAL_CLIENT(self.owner))
826                 {
827                         if(self.cnt <= 10)
828                                 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
829                 }
830                 self.nextthink = time + 1;
831                 self.cnt -= 1;
832         }
833 }
834
835 float clientkilltime;
836 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
837 {
838         float killtime;
839         float starttime;
840         entity e;
841
842         if (gameover)
843                 return;
844
845         killtime = autocvar_g_balance_kill_delay;
846
847         if(g_race_qualifying || g_cts)
848                 killtime = 0;
849
850     if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
851     {
852                 remove(self.killindicator);
853                 self.killindicator = world;
854
855         ClientKill_Now(); // allow instant kill in this case
856         return;
857     }
858
859         self.killindicator_teamchange = targetteam;
860
861     if(!self.killindicator)
862         {
863                 if(self.deadflag == DEAD_NO)
864                 {
865                         killtime = max(killtime, self.clientkill_nexttime - time);
866                         self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
867                 }
868
869                 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
870                 {
871                         ClientKill_Now();
872                 }
873                 else
874                 {
875                         starttime = max(time, clientkilltime);
876
877                         self.killindicator = spawn();
878                         self.killindicator.owner = self;
879                         self.killindicator.scale = 0.5;
880                         setattachment(self.killindicator, self, "");
881                         setorigin(self.killindicator, '0 0 52');
882                         self.killindicator.think = KillIndicator_Think;
883                         self.killindicator.nextthink = starttime + (self.lip) * 0.05;
884                         clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
885                         self.killindicator.cnt = ceil(killtime);
886                         self.killindicator.count = bound(0, ceil(killtime), 10);
887                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
888
889                         for(e = world; (e = find(e, classname, "body")) != world; )
890                         {
891                                 if(e.enemy != self)
892                                         continue;
893                                 e.killindicator = spawn();
894                                 e.killindicator.owner = e;
895                                 e.killindicator.scale = 0.5;
896                                 setattachment(e.killindicator, e, "");
897                                 setorigin(e.killindicator, '0 0 52');
898                                 e.killindicator.think = KillIndicator_Think;
899                                 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
900                                 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
901                                 e.killindicator.cnt = ceil(killtime);
902                         }
903                         self.lip = 0;
904                 }
905         }
906         if(self.killindicator)
907         {
908                 if(targetteam == 0) // just die
909                 {
910                         self.killindicator.colormod = '0 0 0';
911                         if(IS_REAL_CLIENT(self))
912                         if(self.killindicator.cnt > 0)
913                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
914                 }
915                 else if(targetteam == -1) // auto
916                 {
917                         self.killindicator.colormod = '0 1 0';
918                         if(IS_REAL_CLIENT(self))
919                         if(self.killindicator.cnt > 0)
920                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
921                 }
922                 else if(targetteam == -2) // spectate
923                 {
924                         self.killindicator.colormod = '0.5 0.5 0.5';
925                         if(IS_REAL_CLIENT(self))
926                         if(self.killindicator.cnt > 0)
927                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
928                 }
929                 else
930                 {
931                         self.killindicator.colormod = Team_ColorRGB(targetteam);
932                         if(IS_REAL_CLIENT(self))
933                         if(self.killindicator.cnt > 0)
934                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
935                 }
936         }
937
938 }
939
940 void ClientKill (void)
941 {
942         if(gameover) return;
943         if(self.player_blocked) return;
944         if(self.frozen) return;
945
946         ClientKill_TeamChange(0);
947 }
948
949 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
950 {
951     e.killindicator = spawn();
952     e.killindicator.owner = e;
953     e.killindicator.think = KillIndicator_Think;
954     e.killindicator.nextthink = time + (e.lip) * 0.05;
955     e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
956     e.killindicator.health = 1; // this is used to indicate that it should be silent
957     e.lip = 0;
958 }
959
960 void FixClientCvars(entity e)
961 {
962         // send prediction settings to the client
963         stuffcmd(e, "\nin_bindmap 0 0\n");
964         if(g_race || g_cts)
965                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
966         if(autocvar_g_antilag == 3) // client side hitscan
967                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
968         if(autocvar_sv_gentle)
969                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
970         /*
971          * we no longer need to stuff this. Remove this comment block if you feel
972          * 2.3 and higher (or was it 2.2.3?) don't need these any more
973         stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
974         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
975         stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
976         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
977         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
978         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
979         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
980         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
981         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
982         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
983         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
984         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
985         stuffcmd(e, "cl_movement_edgefriction 1\n");
986          */
987 }
988
989 float PlayerInIDList(entity p, string idlist)
990 {
991         float n, i;
992         string s;
993
994         // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
995         if (!p.crypto_idfp)
996                 return 0;
997
998         // this function allows abbreviated player IDs too!
999         n = tokenize_console(idlist);
1000         for(i = 0; i < n; ++i)
1001         {
1002                 s = argv(i);
1003                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1004                         return 1;
1005         }
1006
1007         return 0;
1008 }
1009
1010 /*
1011 =============
1012 ClientConnect
1013
1014 Called when a client connects to the server
1015 =============
1016 */
1017 void DecodeLevelParms (void);
1018 //void dom_player_join_team(entity pl);
1019 void set_dom_state(entity e);
1020 void ClientConnect (void)
1021 {
1022         float t;
1023
1024         if(IS_CLIENT(self))
1025         {
1026                 print("Warning: ClientConnect, but already connected!\n");
1027                 return;
1028         }
1029
1030         if(Ban_MaybeEnforceBanOnce(self))
1031                 return;
1032
1033         DecodeLevelParms();
1034
1035 #ifdef WATERMARK
1036         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1037 #endif
1038
1039         self.classname = "player_joining";
1040
1041         self.flags = FL_CLIENT;
1042         self.version_nagtime = time + 10 + random() * 10;
1043
1044         if(player_count<0)
1045         {
1046                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1047                 player_count = 0;
1048         }
1049
1050         PlayerScore_Attach(self);
1051         ClientData_Attach();
1052         accuracy_init(self);
1053
1054         bot_clientconnect();
1055
1056         playerdemo_init();
1057
1058         anticheat_init();
1059
1060         // identify the right forced team
1061         if(autocvar_g_campaign)
1062         {
1063                 if(IS_REAL_CLIENT(self)) // only players, not bots
1064                 {
1065                         switch(autocvar_g_campaign_forceteam)
1066                         {
1067                                 case 1: self.team_forced = NUM_TEAM_1; break;
1068                                 case 2: self.team_forced = NUM_TEAM_2; break;
1069                                 case 3: self.team_forced = NUM_TEAM_3; break;
1070                                 case 4: self.team_forced = NUM_TEAM_4; break;
1071                                 default: self.team_forced = 0;
1072                         }
1073                 }
1074         }
1075         else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1076                 self.team_forced = NUM_TEAM_1;
1077         else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1078                 self.team_forced = NUM_TEAM_2;
1079         else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1080                 self.team_forced = NUM_TEAM_3;
1081         else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1082                 self.team_forced = NUM_TEAM_4;
1083         else if(autocvar_g_forced_team_otherwise == "red")
1084                 self.team_forced = NUM_TEAM_1;
1085         else if(autocvar_g_forced_team_otherwise == "blue")
1086                 self.team_forced = NUM_TEAM_2;
1087         else if(autocvar_g_forced_team_otherwise == "yellow")
1088                 self.team_forced = NUM_TEAM_3;
1089         else if(autocvar_g_forced_team_otherwise == "pink")
1090                 self.team_forced = NUM_TEAM_4;
1091         else if(autocvar_g_forced_team_otherwise == "spectate")
1092                 self.team_forced = -1;
1093         else if(autocvar_g_forced_team_otherwise == "spectator")
1094                 self.team_forced = -1;
1095         else
1096                 self.team_forced = 0;
1097
1098         if(!teamplay)
1099                 if(self.team_forced > 0)
1100                         self.team_forced = 0;
1101
1102         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1103
1104         if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
1105                 self.classname = "observer";
1106         } else {
1107                 if(teamplay)
1108                 {
1109                         if(autocvar_g_balance_teams)
1110                         {
1111                                 self.classname = "player";
1112                                 campaign_bots_may_start = 1;
1113                         }
1114                         else
1115                         {
1116                                 self.classname = "observer"; // do it anyway
1117                         }
1118                 }
1119                 else
1120                 {
1121                         self.classname = "player";
1122                         campaign_bots_may_start = 1;
1123                 }
1124         }
1125
1126         self.playerid = (playerid_last = playerid_last + 1);
1127
1128         PlayerStats_AddEvent(sprintf("kills-%d", self.playerid));
1129
1130     if(IS_BOT_CLIENT(self))
1131         PlayerStats_AddPlayer(self);
1132
1133         if(autocvar_sv_eventlog)
1134                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
1135
1136         LogTeamchange(self.playerid, self.team, 1);
1137
1138         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects
1139
1140         self.netname_previous = strzone(self.netname);
1141
1142         if(IS_PLAYER(self) && teamplay)
1143                 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1144         else
1145                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1146
1147         stuffcmd(self, strcat(clientstuff, "\n"));
1148         stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1149
1150         FixClientCvars(self);
1151
1152         // spawnfunc_waypoint sprites
1153         WaypointSprite_InitClient(self);
1154
1155         // Wazat's grappling hook
1156         SetGrappleHookBindings();
1157
1158         // get version info from player
1159         stuffcmd(self, "cmd clientversion $gameversion\n");
1160
1161         // get other cvars from player
1162         GetCvars(0);
1163
1164         // notify about available teams
1165         if(teamplay)
1166         {
1167                 CheckAllowedTeams(self);
1168                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1169                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1170         }
1171         else
1172                 stuffcmd(self, "set _teams_available 0\n");
1173
1174         attach_entcs();
1175
1176         bot_relinkplayerlist();
1177
1178         self.spectatortime = time;
1179         if(blockSpectators)
1180         {
1181                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1182         }
1183
1184         self.jointime = time;
1185         self.allowed_timeouts = autocvar_sv_timeout_number;
1186
1187         if(IS_REAL_CLIENT(self))
1188         {
1189                 if(!autocvar_g_campaign)
1190                 {
1191                         self.motd_actived_time = -1;
1192                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1193                 }
1194
1195                 if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET_TUBA))
1196                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1197         }
1198
1199         if(!sv_foginterval && world.fog != "")
1200                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1201
1202         W_HitPlotOpen(self);
1203
1204         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
1205                 send_CSQC_teamnagger();
1206
1207         CheatInitClient();
1208
1209         CSQCMODEL_AUTOINIT();
1210
1211         self.model_randomizer = random();
1212
1213         if(IS_REAL_CLIENT(self))
1214                 sv_notice_join();
1215
1216         MUTATOR_CALLHOOK(ClientConnect);
1217 }
1218 /*
1219 =============
1220 ClientDisconnect
1221
1222 Called when a client disconnects from the server
1223 =============
1224 */
1225 .entity chatbubbleentity;
1226 void ReadyCount();
1227 void ClientDisconnect (void)
1228 {
1229         if(self.vehicle)
1230             vehicles_exit(VHEF_RELESE);
1231
1232         if (!IS_CLIENT(self))
1233         {
1234                 print("Warning: ClientDisconnect without ClientConnect\n");
1235                 return;
1236         }
1237
1238         if(IS_PLAYER(self)) { pointparticles(particleeffectnum("spawn_event_neutral"), self.origin, '0 0 0', 1); }
1239
1240         PlayerStats_AddGlobalInfo(self);
1241
1242         CheatShutdownClient();
1243
1244         W_HitPlotClose(self);
1245
1246         anticheat_report();
1247         anticheat_shutdown();
1248
1249         playerdemo_shutdown();
1250
1251         bot_clientdisconnect();
1252
1253         if(self.entcs)
1254                 detach_entcs();
1255
1256         if(autocvar_sv_eventlog)
1257                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1258
1259         Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1260
1261         MUTATOR_CALLHOOK(ClientDisconnect);
1262
1263         Portal_ClearAll(self);
1264
1265         Unfreeze(self);
1266
1267         RemoveGrapplingHook(self);
1268
1269         // Here, everything has been done that requires this player to be a client.
1270
1271         self.flags &= ~FL_CLIENT;
1272
1273         if (self.chatbubbleentity)
1274                 remove (self.chatbubbleentity);
1275
1276         if (self.killindicator)
1277                 remove (self.killindicator);
1278
1279         WaypointSprite_PlayerGone();
1280
1281         bot_relinkplayerlist();
1282
1283         accuracy_free(self);
1284         ClientData_Detach();
1285         PlayerScore_Detach(self);
1286
1287         if(self.netname_previous)
1288                 strunzone(self.netname_previous);
1289         if(self.clientstatus)
1290                 strunzone(self.clientstatus);
1291         if(self.weaponorder_byimpulse)
1292                 strunzone(self.weaponorder_byimpulse);
1293
1294         ClearPlayerSounds();
1295
1296         if(self.personal)
1297                 remove(self.personal);
1298
1299         self.playerid = 0;
1300         ReadyCount();
1301
1302         // free cvars
1303         GetCvars(-1);
1304 }
1305
1306 .float BUTTON_CHAT;
1307 void ChatBubbleThink()
1308 {
1309         self.nextthink = time;
1310         if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1311         {
1312                 if(self.owner) // but why can that ever be world?
1313                         self.owner.chatbubbleentity = world;
1314                 remove(self);
1315                 return;
1316         }
1317         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1318 #ifdef TETRIS
1319                 || self.owner.tetris_on
1320 #endif
1321         )
1322                 self.model = self.mdl;
1323         else
1324                 self.model = "";
1325 }
1326
1327 void UpdateChatBubble()
1328 {
1329         if (self.alpha < 0)
1330                 return;
1331         // spawn a chatbubble entity if needed
1332         if (!self.chatbubbleentity)
1333         {
1334                 self.chatbubbleentity = spawn();
1335                 self.chatbubbleentity.owner = self;
1336                 self.chatbubbleentity.exteriormodeltoclient = self;
1337                 self.chatbubbleentity.think = ChatBubbleThink;
1338                 self.chatbubbleentity.nextthink = time;
1339                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1340                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1341                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1342                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1343                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1344                 self.chatbubbleentity.model = "";
1345                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1346         }
1347 }
1348
1349
1350 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1351 // added to the model skins
1352 /*void UpdateColorModHack()
1353 {
1354         float c;
1355         c = self.clientcolors & 15;
1356         // LordHavoc: only bothering to support white, green, red, yellow, blue
1357              if (!teamplay) self.colormod = '0 0 0';
1358         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1359         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1360         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1361         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1362         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1363         else self.colormod = '1 1 1';
1364 }*/
1365
1366 void respawn(void)
1367 {
1368         if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1369         {
1370                 self.solid = SOLID_NOT;
1371                 self.takedamage = DAMAGE_NO;
1372                 self.movetype = MOVETYPE_FLY;
1373                 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1374                 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1375                 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1376                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1377                 if(autocvar_g_respawn_ghosts_maxtime)
1378                         SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1379         }
1380
1381         CopyBody(1);
1382
1383         self.effects |= EF_NODRAW; // prevent another CopyBody
1384         PutClientInServer();
1385 }
1386
1387 void play_countdown(float finished, string samp)
1388 {
1389         if(IS_REAL_CLIENT(self))
1390                 if(floor(finished - time - frametime) != floor(finished - time))
1391                         if(finished - time < 6)
1392                                 sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1393 }
1394
1395 void player_powerups (void)
1396 {
1397         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1398         olditems = self.items;
1399
1400         if((self.items & IT_USING_JETPACK) && !self.deadflag && !gameover)
1401                 self.modelflags |= MF_ROCKET;
1402         else
1403                 self.modelflags &= ~MF_ROCKET;
1404
1405         self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1406
1407         if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1408                 return;
1409
1410         Fire_ApplyDamage(self);
1411         Fire_ApplyEffect(self);
1412
1413         if (!g_instagib)
1414         {
1415                 if (self.items & IT_STRENGTH)
1416                 {
1417                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1418                         self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1419                         if (time > self.strength_finished)
1420                         {
1421                                 self.items = self.items - (self.items & IT_STRENGTH);
1422                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1423                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1424                         }
1425                 }
1426                 else
1427                 {
1428                         if (time < self.strength_finished)
1429                         {
1430                                 self.items = self.items | IT_STRENGTH;
1431                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1432                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1433                         }
1434                 }
1435                 if (self.items & IT_INVINCIBLE)
1436                 {
1437                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1438                         self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1439                         if (time > self.invincible_finished)
1440                         {
1441                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1442                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1443                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1444                         }
1445                 }
1446                 else
1447                 {
1448                         if (time < self.invincible_finished)
1449                         {
1450                                 self.items = self.items | IT_INVINCIBLE;
1451                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1452                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1453                         }
1454                 }
1455                 if (self.items & IT_SUPERWEAPON)
1456                 {
1457                         if (!(self.weapons & WEPSET_SUPERWEAPONS))
1458                         {
1459                                 self.superweapons_finished = 0;
1460                                 self.items = self.items - (self.items & IT_SUPERWEAPON);
1461                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1462                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1463                         }
1464                         else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1465                         {
1466                                 // don't let them run out
1467                         }
1468                         else
1469                         {
1470                                 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1471                                 if (time > self.superweapons_finished)
1472                                 {
1473                                         self.items = self.items - (self.items & IT_SUPERWEAPON);
1474                                         self.weapons &= ~WEPSET_SUPERWEAPONS;
1475                                         //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1476                                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1477                                 }
1478                         }
1479                 }
1480                 else if(self.weapons & WEPSET_SUPERWEAPONS)
1481                 {
1482                         if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1483                         {
1484                                 self.items = self.items | IT_SUPERWEAPON;
1485                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1486                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1487                         }
1488                         else
1489                         {
1490                                 self.superweapons_finished = 0;
1491                                 self.weapons &= ~WEPSET_SUPERWEAPONS;
1492                         }
1493                 }
1494                 else
1495                 {
1496                         self.superweapons_finished = 0;
1497                 }
1498         }
1499
1500         if(autocvar_g_nodepthtestplayers)
1501                 self.effects = self.effects | EF_NODEPTHTEST;
1502
1503         if(autocvar_g_fullbrightplayers)
1504                 self.effects = self.effects | EF_FULLBRIGHT;
1505
1506         if (time >= game_starttime)
1507         if (time < self.spawnshieldtime)
1508                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1509
1510         MUTATOR_CALLHOOK(PlayerPowerups);
1511 }
1512
1513 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1514 {
1515         if(current > stable)
1516                 return current;
1517         else if(current > stable - 0.25) // when close enough, "snap"
1518                 return stable;
1519         else
1520                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1521 }
1522
1523 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1524 {
1525         if(current < stable)
1526                 return current;
1527         else if(current < stable + 0.25) // when close enough, "snap"
1528                 return stable;
1529         else
1530                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1531 }
1532
1533 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1534 {
1535         if(current > rotstable)
1536         {
1537                 if(rotframetime > 0)
1538                 {
1539                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1540                         current = max(rotstable, current - rotlinear * rotframetime);
1541                 }
1542         }
1543         else if(current < regenstable)
1544         {
1545                 if(regenframetime > 0)
1546                 {
1547                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1548                         current = min(regenstable, current + regenlinear * regenframetime);
1549                 }
1550         }
1551
1552         if(current > limit)
1553                 current = limit;
1554
1555         return current;
1556 }
1557
1558 void player_regen (void)
1559 {
1560         float max_mod, regen_mod, rot_mod, limit_mod;
1561         max_mod = regen_mod = rot_mod = limit_mod = 1;
1562         regen_mod_max = max_mod;
1563         regen_mod_regen = regen_mod;
1564         regen_mod_rot = rot_mod;
1565         regen_mod_limit = limit_mod;
1566         if(!MUTATOR_CALLHOOK(PlayerRegen))
1567         if(!self.frozen)
1568         {
1569                 float minh, mina, maxh, maxa, limith, limita;
1570                 maxh = autocvar_g_balance_health_rotstable;
1571                 maxa = autocvar_g_balance_armor_rotstable;
1572                 minh = autocvar_g_balance_health_regenstable;
1573                 mina = autocvar_g_balance_armor_regenstable;
1574                 limith = autocvar_g_balance_health_limit;
1575                 limita = autocvar_g_balance_armor_limit;
1576                 
1577                 max_mod = regen_mod_max;
1578                 regen_mod = regen_mod_regen;
1579                 rot_mod = regen_mod_rot;
1580                 limit_mod = regen_mod_limit;
1581
1582                 maxh = maxh * max_mod;
1583                 minh = minh * max_mod;
1584                 limith = limith * limit_mod;
1585                 limita = limita * limit_mod;
1586
1587                 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);
1588                 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);
1589         }
1590
1591         // if player rotted to death...  die!
1592         // check this outside above checks, as player may still be able to rot to death
1593         if(self.health < 1)
1594                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1595
1596         if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1597         {
1598                 float minf, maxf, limitf;
1599
1600                 maxf = autocvar_g_balance_fuel_rotstable;
1601                 minf = autocvar_g_balance_fuel_regenstable;
1602                 limitf = autocvar_g_balance_fuel_limit;
1603
1604                 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);
1605         }
1606 }
1607
1608 float zoomstate_set;
1609 void SetZoomState(float z)
1610 {
1611         if(z != self.zoomstate)
1612         {
1613                 self.zoomstate = z;
1614                 ClientData_Touch(self);
1615         }
1616         zoomstate_set = 1;
1617 }
1618
1619 void GetPressedKeys(void) {
1620         MUTATOR_CALLHOOK(GetPressedKeys);
1621         if (self.movement_x > 0) // get if movement keys are pressed
1622         {       // forward key pressed
1623                 self.pressedkeys |= KEY_FORWARD;
1624                 self.pressedkeys &= ~KEY_BACKWARD;
1625         }
1626         else if (self.movement_x < 0)
1627         {       // backward key pressed
1628                 self.pressedkeys |= KEY_BACKWARD;
1629                 self.pressedkeys &= ~KEY_FORWARD;
1630         }
1631         else
1632         {       // no x input
1633                 self.pressedkeys &= ~KEY_FORWARD;
1634                 self.pressedkeys &= ~KEY_BACKWARD;
1635         }
1636
1637         if (self.movement_y > 0)
1638         {       // right key pressed
1639                 self.pressedkeys |= KEY_RIGHT;
1640                 self.pressedkeys &= ~KEY_LEFT;
1641         }
1642         else if (self.movement_y < 0)
1643         {       // left key pressed
1644                 self.pressedkeys |= KEY_LEFT;
1645                 self.pressedkeys &= ~KEY_RIGHT;
1646         }
1647         else
1648         {       // no y input
1649                 self.pressedkeys &= ~KEY_RIGHT;
1650                 self.pressedkeys &= ~KEY_LEFT;
1651         }
1652
1653         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
1654                 self.pressedkeys |= KEY_JUMP;
1655         else
1656                 self.pressedkeys &= ~KEY_JUMP;
1657         if (self.BUTTON_CROUCH)
1658                 self.pressedkeys |= KEY_CROUCH;
1659         else
1660                 self.pressedkeys &= ~KEY_CROUCH;
1661
1662         if (self.BUTTON_ATCK)
1663                 self.pressedkeys |= KEY_ATCK;
1664         else
1665                 self.pressedkeys &= ~KEY_ATCK;
1666         if (self.BUTTON_ATCK2)
1667                 self.pressedkeys |= KEY_ATCK2;
1668         else
1669                 self.pressedkeys &= ~KEY_ATCK2;
1670 }
1671
1672 /*
1673 ======================
1674 spectate mode routines
1675 ======================
1676 */
1677
1678 void SpectateCopy(entity spectatee) {
1679         other = spectatee;
1680         MUTATOR_CALLHOOK(SpectateCopy);
1681         self.armortype = spectatee.armortype;
1682         self.armorvalue = spectatee.armorvalue;
1683         self.ammo_cells = spectatee.ammo_cells;
1684         self.ammo_plasma = spectatee.ammo_plasma;
1685         self.ammo_shells = spectatee.ammo_shells;
1686         self.ammo_nails = spectatee.ammo_nails;
1687         self.ammo_rockets = spectatee.ammo_rockets;
1688         self.ammo_fuel = spectatee.ammo_fuel;
1689         self.clip_load = spectatee.clip_load;
1690         self.clip_size = spectatee.clip_size;
1691         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1692         self.health = spectatee.health;
1693         self.impulse = 0;
1694         self.items = spectatee.items;
1695         self.last_pickup = spectatee.last_pickup;
1696         self.hit_time = spectatee.hit_time;
1697         self.metertime = spectatee.metertime;
1698         self.strength_finished = spectatee.strength_finished;
1699         self.invincible_finished = spectatee.invincible_finished;
1700         self.pressedkeys = spectatee.pressedkeys;
1701         self.weapons = spectatee.weapons;
1702         self.switchweapon = spectatee.switchweapon;
1703         self.switchingweapon = spectatee.switchingweapon;
1704         self.weapon = spectatee.weapon;
1705         self.vortex_charge = spectatee.vortex_charge;
1706         self.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1707         self.hagar_load = spectatee.hagar_load;
1708         self.arc_heat_percent = spectatee.arc_heat_percent;
1709         self.minelayer_mines = spectatee.minelayer_mines;
1710         self.punchangle = spectatee.punchangle;
1711         self.view_ofs = spectatee.view_ofs;
1712         self.velocity = spectatee.velocity;
1713         self.dmg_take = spectatee.dmg_take;
1714         self.dmg_save = spectatee.dmg_save;
1715         self.dmg_inflictor = spectatee.dmg_inflictor;
1716         self.v_angle = spectatee.v_angle;
1717         self.angles = spectatee.v_angle;
1718         self.frozen = spectatee.frozen;
1719         self.revive_progress = spectatee.revive_progress;
1720         if(!self.BUTTON_USE)
1721                 self.fixangle = TRUE;
1722         setorigin(self, spectatee.origin);
1723         setsize(self, spectatee.mins, spectatee.maxs);
1724         SetZoomState(spectatee.zoomstate);
1725
1726     anticheat_spectatecopy(spectatee);
1727         self.hud = spectatee.hud;
1728         if(spectatee.vehicle)
1729     {
1730         self.fixangle = FALSE;
1731         //self.velocity = spectatee.vehicle.velocity;
1732         self.vehicle_health = spectatee.vehicle_health;
1733         self.vehicle_shield = spectatee.vehicle_shield;
1734         self.vehicle_energy = spectatee.vehicle_energy;
1735         self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1736         self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1737         self.vehicle_reload1 = spectatee.vehicle_reload1;
1738         self.vehicle_reload2 = spectatee.vehicle_reload2;
1739
1740         msg_entity = self;
1741
1742         WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1743             WriteAngle(MSG_ONE,  spectatee.v_angle_x);
1744             WriteAngle(MSG_ONE,  spectatee.v_angle_y);
1745             WriteAngle(MSG_ONE,  spectatee.v_angle_z);
1746
1747         //WriteByte (MSG_ONE, SVC_SETVIEW);
1748         //    WriteEntity(MSG_ONE, self);
1749         //makevectors(spectatee.v_angle);
1750         //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1751     }
1752 }
1753
1754 float SpectateUpdate()
1755 {
1756         if(!self.enemy)
1757             return 0;
1758
1759         if(!IS_PLAYER(self.enemy) || self == self.enemy)
1760         {
1761                 SetSpectator(self, world);
1762                 return 0;
1763         }
1764
1765         SpectateCopy(self.enemy);
1766
1767         return 1;
1768 }
1769
1770
1771 float SpectateSet()
1772 {
1773         if(self.enemy.classname != "player")
1774                 return FALSE;
1775         /*if(self.enemy.vehicle)
1776         {
1777
1778                 msg_entity = self;
1779                 WriteByte(MSG_ONE, SVC_SETVIEW);
1780                 WriteEntity(MSG_ONE, self.enemy);
1781                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1782
1783                 self.movetype = MOVETYPE_NONE;
1784                 accuracy_resend(self);
1785         }
1786         else
1787         {*/
1788                 msg_entity = self;
1789                 WriteByte(MSG_ONE, SVC_SETVIEW);
1790                 WriteEntity(MSG_ONE, self.enemy);
1791                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1792                 self.movetype = MOVETYPE_NONE;
1793                 accuracy_resend(self);
1794
1795                 if(!SpectateUpdate())
1796                         PutObserverInServer();
1797         //}
1798         return TRUE;
1799 }
1800
1801 void SetSpectator(entity player, entity spectatee)
1802 {
1803         entity old_spectatee = player.enemy;
1804
1805         player.enemy = spectatee;
1806
1807         // WEAPONTODO
1808         // these are required to fix the spectator bug with arc
1809         if(old_spectatee && old_spectatee.arc_beam) { old_spectatee.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1810         if(player.enemy && player.enemy.arc_beam) { player.enemy.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1811 }
1812
1813 float Spectate(entity pl)
1814 {
1815         if(g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1816         if(pl.team != self.team)
1817                 return 0;
1818
1819         SetSpectator(self, pl);
1820         return SpectateSet();
1821 }
1822
1823 // Returns next available player to spectate if g_ca_spectate_enemies == 0
1824 entity CA_SpectateNext(entity start) {
1825         if (start.team == self.team) {
1826                 return start;
1827         }
1828
1829         other = start;
1830         // continue from current player
1831         while(other && other.team != self.team) {
1832                 other = find(other, classname, "player");
1833         }
1834
1835         if (!other) {
1836                 // restart from begining
1837                 other = find(other, classname, "player");
1838                 while(other && other.team != self.team) {
1839                         other = find(other, classname, "player");
1840                 }
1841         }
1842
1843         return other;
1844 }
1845
1846 float SpectateNext()
1847 {
1848         other = find(self.enemy, classname, "player");
1849
1850         if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
1851                 // CA and ca players when spectating enemies is forbidden
1852                 other = CA_SpectateNext(other);
1853         } else {
1854                 // other modes and ca spectators or spectating enemies is allowed
1855                 if (!other)
1856                         other = find(other, classname, "player");
1857         }
1858
1859         if(other) { SetSpectator(self, other); }
1860
1861         return SpectateSet();
1862 }
1863
1864 float SpectatePrev()
1865 {
1866         // NOTE: chain order is from the highest to the lower entnum (unlike find)
1867         other = findchain(classname, "player");
1868         if (!other) // no player
1869                 return FALSE;
1870
1871         entity first = other;
1872         // skip players until current spectated player
1873         if(self.enemy)
1874         while(other && other != self.enemy)
1875                 other = other.chain;
1876
1877         if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1878         {
1879                 do { other = other.chain; }
1880                 while(other && other.team != self.team);
1881
1882                 if (!other)
1883                 {
1884                         other = first;
1885                         while(other.team != self.team)
1886                                 other = other.chain;
1887                         if(other == self.enemy)
1888                                 return TRUE;
1889                 }
1890         }
1891         else
1892         {
1893                 if(other.chain)
1894                         other = other.chain;
1895                 else
1896                         other = first;
1897         }
1898         SetSpectator(self, other);
1899         return SpectateSet();
1900 }
1901
1902 /*
1903 =============
1904 ShowRespawnCountdown()
1905
1906 Update a respawn countdown display.
1907 =============
1908 */
1909 void ShowRespawnCountdown()
1910 {
1911         float number;
1912         if(self.deadflag == DEAD_NO) // just respawned?
1913                 return;
1914         else
1915         {
1916                 number = ceil(self.respawn_time - time);
1917                 if(number <= 0)
1918                         return;
1919                 if(number <= self.respawn_countdown)
1920                 {
1921                         self.respawn_countdown = number - 1;
1922                         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
1923                                 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1924                 }
1925         }
1926 }
1927
1928 void LeaveSpectatorMode()
1929 {
1930         if(self.caplayer)
1931                 return;
1932         if(nJoinAllowed(self))
1933         {
1934                 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1935                 {
1936                         self.classname = "player";
1937                         nades_RemoveBonus(self);
1938
1939                         if(autocvar_g_campaign || autocvar_g_balance_teams)
1940                                 { JoinBestTeam(self, FALSE, TRUE); }
1941
1942                         if(autocvar_g_campaign)
1943                                 { campaign_bots_may_start = 1; }
1944
1945                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
1946
1947                         PutClientInServer();
1948
1949                         if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
1950                 }
1951                 else
1952                         stuffcmd(self, "menu_showteamselect\n");
1953         }
1954         else
1955         {
1956                 // Player may not join because g_maxplayers is set
1957                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
1958         }
1959 }
1960
1961 /**
1962  * Determines whether the player is allowed to join. This depends on cvar
1963  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
1964  * it checks whether the number of currently playing players exceeds g_maxplayers.
1965  * @return int number of free slots for players, 0 if none
1966  */
1967 float nJoinAllowed(entity ignore) {
1968         if(!ignore)
1969         // this is called that way when checking if anyone may be able to join (to build qcstatus)
1970         // so report 0 free slots if restricted
1971         {
1972                 if(autocvar_g_forced_team_otherwise == "spectate")
1973                         return 0;
1974                 if(autocvar_g_forced_team_otherwise == "spectator")
1975                         return 0;
1976         }
1977
1978         if(self.team_forced < 0)
1979                 return 0; // forced spectators can never join
1980
1981         // TODO simplify this
1982         entity e;
1983         float totalClients = 0;
1984         FOR_EACH_CLIENT(e)
1985                 if(e != ignore)
1986                         totalClients += 1;
1987
1988         if (!autocvar_g_maxplayers)
1989                 return maxclients - totalClients;
1990
1991         float currentlyPlaying = 0;
1992         FOR_EACH_REALCLIENT(e)
1993                 if(IS_PLAYER(e) || e.caplayer == 1)
1994                         currentlyPlaying += 1;
1995
1996         if(currentlyPlaying < autocvar_g_maxplayers)
1997                 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1998
1999         return 0;
2000 }
2001
2002 /**
2003  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2004  * g_maxplayers_spectator_blocktime seconds
2005  */
2006 void checkSpectatorBlock() {
2007         if(IS_SPEC(self) || IS_OBSERVER(self)) {
2008                 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2009                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2010                         dropclient(self);
2011                 }
2012         }
2013 }
2014
2015 void PrintWelcomeMessage()
2016 {
2017         if(self.motd_actived_time == 0)
2018         {
2019                 if (autocvar_g_campaign) {
2020                         if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
2021                                 self.motd_actived_time = time;
2022                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
2023                         }
2024                 } else {
2025                         if (self.BUTTON_INFO) {
2026                                 self.motd_actived_time = time;
2027                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2028                         }
2029                 }
2030         }
2031         else if(self.motd_actived_time > 0) // showing MOTD or campaign message
2032         {
2033                 if (autocvar_g_campaign) {
2034                         if (self.BUTTON_INFO)
2035                                 self.motd_actived_time = time;
2036                         else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
2037                                 self.motd_actived_time = 0;
2038                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2039                         }
2040                 } else {
2041                         if (self.BUTTON_INFO)
2042                                 self.motd_actived_time = time;
2043                         else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2044                                 self.motd_actived_time = 0;
2045                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2046                         }
2047                 }
2048         }
2049         else //if(self.motd_actived_time < 0) // just connected, motd is active
2050         {
2051                 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
2052                         self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2053                 else if(self.motd_actived_time == -2 || IS_PLAYER(self))
2054                 {
2055                         // instanctly hide MOTD
2056                         self.motd_actived_time = 0;
2057                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2058                 }
2059         }
2060 }
2061
2062 void ObserverThink()
2063 {
2064         float prefered_movetype;
2065         if (self.flags & FL_JUMPRELEASED) {
2066                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2067                         self.flags &= ~FL_JUMPRELEASED;
2068                         self.flags |= FL_SPAWNING;
2069                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2070                         self.flags &= ~FL_JUMPRELEASED;
2071                         if(SpectateNext()) {
2072                                 self.classname = "spectator";
2073                         }
2074                 } else {
2075                         prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2076                         if (self.movetype != prefered_movetype)
2077                                 self.movetype = prefered_movetype;
2078                 }
2079         } else {
2080                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2081                         self.flags |= FL_JUMPRELEASED;
2082                         if(self.flags & FL_SPAWNING)
2083                         {
2084                                 self.flags &= ~FL_SPAWNING;
2085                                 LeaveSpectatorMode();
2086                                 return;
2087                         }
2088                 }
2089         }
2090 }
2091
2092 void SpectatorThink()
2093 {
2094         if (self.flags & FL_JUMPRELEASED) {
2095                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2096                         self.flags &= ~FL_JUMPRELEASED;
2097                         self.flags |= FL_SPAWNING;
2098                 } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
2099                         self.flags &= ~FL_JUMPRELEASED;
2100                         if(SpectateNext()) {
2101                                 self.classname = "spectator";
2102                         } else {
2103                                 self.classname = "observer";
2104                                 PutClientInServer();
2105                         }
2106                         self.impulse = 0;
2107                 } else if(self.impulse == 12 || self.impulse == 16  || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
2108                         self.flags &= ~FL_JUMPRELEASED;
2109                         if(SpectatePrev()) {
2110                                 self.classname = "spectator";
2111                         } else {
2112                                 self.classname = "observer";
2113                                 PutClientInServer();
2114                         }
2115                         self.impulse = 0;
2116                 } else if (self.BUTTON_ATCK2) {
2117                         self.flags &= ~FL_JUMPRELEASED;
2118                         self.classname = "observer";
2119                         PutClientInServer();
2120                 } else {
2121                         if(!SpectateUpdate())
2122                                 PutObserverInServer();
2123                 }
2124         } else {
2125                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2126                         self.flags |= FL_JUMPRELEASED;
2127                         if(self.flags & FL_SPAWNING)
2128                         {
2129                                 self.flags &= ~FL_SPAWNING;
2130                                 LeaveSpectatorMode();
2131                                 return;
2132                         }
2133                 }
2134                 if(!SpectateUpdate())
2135                         PutObserverInServer();
2136         }
2137
2138         self.flags |= FL_CLIENT | FL_NOTARGET;
2139 }
2140
2141 void PlayerUseKey()
2142 {
2143         if (!IS_PLAYER(self))
2144                 return;
2145
2146         if(self.vehicle)
2147         {
2148         vehicles_exit(VHEF_NORMAL);
2149         return;
2150         }
2151
2152         // a use key was pressed; call handlers
2153         MUTATOR_CALLHOOK(PlayerUseKey);
2154 }
2155
2156 /*
2157 =============
2158 PlayerPreThink
2159
2160 Called every frame for each client before the physics are run
2161 =============
2162 */
2163 .float usekeypressed;
2164 void() nexball_setstatus;
2165 .float items_added;
2166 void PlayerPreThink (void)
2167 {
2168         WarpZone_PlayerPhysics_FixVAngle();
2169
2170         self.stat_game_starttime = game_starttime;
2171         self.stat_round_starttime = round_starttime;
2172         self.stat_allow_oldvortexbeam = autocvar_g_allow_oldvortexbeam;
2173         self.stat_leadlimit = autocvar_leadlimit;
2174
2175         if(frametime)
2176         {
2177                 // physics frames: update anticheat stuff
2178                 anticheat_prethink();
2179         }
2180
2181         if(blockSpectators && frametime)
2182                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2183                 checkSpectatorBlock();
2184
2185         zoomstate_set = 0;
2186
2187         if(self.netname_previous != self.netname)
2188         {
2189                 if(autocvar_sv_eventlog)
2190                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2191                 if(self.netname_previous)
2192                         strunzone(self.netname_previous);
2193                 self.netname_previous = strzone(self.netname);
2194         }
2195
2196         // version nagging
2197         if(self.version_nagtime)
2198                 if(self.cvar_g_xonoticversion)
2199                         if(time > self.version_nagtime)
2200                         {
2201                                 // don't notify git users
2202                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2203                                 {
2204                                         if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2205                                         {
2206                                                 // notify release users if connecting to git
2207                                                 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");
2208                                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2209                                         }
2210                                         else
2211                                         {
2212                                                 float r;
2213                                                 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2214                                                 if(r < 0)
2215                                                 {
2216                                                         // give users new version
2217                                                         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");
2218                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2219                                                 }
2220                                                 else if(r > 0)
2221                                                 {
2222                                                         // notify users about old server version
2223                                                         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");
2224                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2225                                                 }
2226                                         }
2227                                 }
2228                                 self.version_nagtime = 0;
2229                         }
2230
2231         // GOD MODE info
2232         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2233         {
2234                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2235                 self.max_armorvalue = 0;
2236         }
2237
2238 #ifdef TETRIS
2239         if (TetrisPreFrame())
2240                 return;
2241 #endif
2242
2243         if(self.frozen == 2)
2244         {
2245                 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
2246                 self.health = max(1, self.revive_progress * start_health);
2247                 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
2248
2249                 if(self.revive_progress >= 1)
2250                         Unfreeze(self);
2251         }
2252         else if(self.frozen == 3)
2253         {
2254                 self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1);
2255                 self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress );
2256                 
2257                 if(self.health < 1)
2258                 {
2259                         if(self.vehicle)
2260                                 vehicles_exit(VHEF_RELESE);
2261                         self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE, self.origin, '0 0 0');
2262                 }
2263                 else if ( self.revive_progress <= 0 )
2264                         Unfreeze(self);
2265         }
2266
2267         MUTATOR_CALLHOOK(PlayerPreThink);
2268
2269         if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2270         {
2271                 if(self.BUTTON_USE && !self.usekeypressed)
2272                         PlayerUseKey();
2273                 self.usekeypressed = self.BUTTON_USE;
2274         }
2275
2276         if(IS_REAL_CLIENT(self))
2277                 PrintWelcomeMessage();
2278
2279         if(IS_PLAYER(self))
2280         {
2281
2282                 CheckRules_Player();
2283
2284                 if (intermission_running)
2285                 {
2286                         IntermissionThink ();   // otherwise a button could be missed between
2287                         return;                                 // the think tics
2288                 }
2289
2290                 //don't allow the player to turn around while game is paused!
2291                 if(timeout_status == TIMEOUT_ACTIVE) {
2292                         // FIXME turn this into CSQC stuff
2293                         self.v_angle = self.lastV_angle;
2294                         self.angles = self.lastV_angle;
2295                         self.fixangle = TRUE;
2296                 }
2297
2298                 if(frametime)
2299                 {
2300                         if(self.weapon == WEP_VORTEX && WEP_CVAR(vortex, charge))
2301                         {
2302                                 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));
2303                                 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));
2304                                 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));
2305
2306                                 if(self.vortex_charge > WEP_CVAR(vortex, charge_animlimit))
2307                                 {
2308                                         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));
2309                                         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));
2310                                         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));
2311                                 }
2312                         }
2313                         else
2314                                 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2315
2316                         player_powerups();
2317                 }
2318
2319                 if (self.deadflag != DEAD_NO)
2320                 {
2321                         if(self.personal && g_race_qualifying)
2322                         {
2323                                 if(time > self.respawn_time)
2324                                 {
2325                                         self.respawn_time = time + 1; // only retry once a second
2326                                         self.stat_respawn_time = self.respawn_time;
2327                                         respawn();
2328                                         self.impulse = 141;
2329                                 }
2330                         }
2331                         else
2332                         {
2333                                 float button_pressed;
2334                                 if(frametime)
2335                                         player_anim();
2336                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2337
2338                                 if (self.deadflag == DEAD_DYING)
2339                                 {
2340                                         if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2341                                                 self.deadflag = DEAD_RESPAWNING;
2342                                         else if(!button_pressed)
2343                                                 self.deadflag = DEAD_DEAD;
2344                                 }
2345                                 else if (self.deadflag == DEAD_DEAD)
2346                                 {
2347                                         if(button_pressed)
2348                                                 self.deadflag = DEAD_RESPAWNABLE;
2349                                         else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2350                                                 self.deadflag = DEAD_RESPAWNING;
2351                                 }
2352                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2353                                 {
2354                                         if(!button_pressed)
2355                                                 self.deadflag = DEAD_RESPAWNING;
2356                                 }
2357                                 else if (self.deadflag == DEAD_RESPAWNING)
2358                                 {
2359                                         if(time > self.respawn_time)
2360                                         {
2361                                                 self.respawn_time = time + 1; // only retry once a second
2362                                                 self.respawn_time_max = self.respawn_time;
2363                                                 respawn();
2364                                         }
2365                                 }
2366
2367                                 ShowRespawnCountdown();
2368
2369                                 if(self.respawn_flags & RESPAWN_SILENT)
2370                                         self.stat_respawn_time = 0;
2371                                 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2372                                         self.stat_respawn_time = self.respawn_time_max;
2373                                 else
2374                                         self.stat_respawn_time = self.respawn_time;
2375                         }
2376
2377                         // if respawning, invert stat_respawn_time to indicate this, the client translates it
2378                         if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2379                                 self.stat_respawn_time *= -1;
2380
2381                         return;
2382                 }
2383
2384                 self.prevorigin = self.origin;
2385
2386                 float do_crouch = self.BUTTON_CROUCH;
2387                 if(self.hook.state)
2388                         do_crouch = 0;
2389                 if(self.vehicle)
2390                         do_crouch = 0;
2391                 if(self.frozen)
2392                         do_crouch = 0;
2393
2394                 // WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
2395                 // It cannot be predicted by the engine! 
2396                 if((self.weapon == WEP_SHOCKWAVE || self.weapon == WEP_SHOTGUN) && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2397                         do_crouch = 0;
2398
2399                 if (do_crouch)
2400                 {
2401                         if (!self.crouch)
2402                         {
2403                                 self.crouch = TRUE;
2404                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2405                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2406                                 // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
2407                         }
2408                 }
2409                 else
2410                 {
2411                         if (self.crouch)
2412                         {
2413                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2414                                 if (!trace_startsolid)
2415                                 {
2416                                         self.crouch = FALSE;
2417                                         self.view_ofs = PL_VIEW_OFS;
2418                                         setsize (self, PL_MIN, PL_MAX);
2419                                 }
2420                         }
2421                 }
2422
2423                 FixPlayermodel();
2424
2425                 GrapplingHookFrame();
2426
2427                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2428                 //if(frametime)
2429                 {
2430                         self.items &= ~self.items_added;
2431
2432                         W_WeaponFrame();
2433
2434                         self.items_added = 0;
2435                         if(self.items & IT_JETPACK)
2436                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2437                                         self.items_added |= IT_FUEL;
2438
2439                         self.items |= self.items_added;
2440                 }
2441
2442                 player_regen();
2443
2444                 // WEAPONTODO: Add a weapon request for this 
2445                 // rot vortex charge to the charge limit
2446                 if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
2447                         self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2448
2449                 if(frametime)
2450                         player_anim();
2451
2452                 // secret status
2453                 secrets_setstatus();
2454
2455                 // monsters status
2456                 monsters_setstatus();
2457
2458                 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2459
2460                 //self.angles_y=self.v_angle_y + 90;   // temp
2461         } else if(gameover) {
2462                 if (intermission_running)
2463                         IntermissionThink ();   // otherwise a button could be missed between
2464                 return;
2465         } else if(IS_OBSERVER(self)) {
2466                 ObserverThink();
2467         } else if(IS_SPEC(self)) {
2468                 SpectatorThink();
2469         }
2470
2471         // WEAPONTODO: Add weapon request for this
2472         if(!zoomstate_set)
2473                 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
2474
2475         float oldspectatee_status;
2476         oldspectatee_status = self.spectatee_status;
2477         if(IS_SPEC(self))
2478                 self.spectatee_status = num_for_edict(self.enemy);
2479         else if(IS_OBSERVER(self))
2480                 self.spectatee_status = num_for_edict(self);
2481         else
2482                 self.spectatee_status = 0;
2483         if(self.spectatee_status != oldspectatee_status)
2484         {
2485                 ClientData_Touch(self);
2486         }
2487
2488         if(self.teamkill_soundtime)
2489         if(time > self.teamkill_soundtime)
2490         {
2491                 self.teamkill_soundtime = 0;
2492
2493                 entity oldpusher, oldself;
2494
2495                 oldself = self; self = self.teamkill_soundsource;
2496                 oldpusher = self.pusher; self.pusher = oldself;
2497
2498                 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2499
2500                 self.pusher = oldpusher;
2501                 self = oldself;
2502         }
2503
2504         if(self.taunt_soundtime)
2505         if(time > self.taunt_soundtime)
2506         {
2507                 self.taunt_soundtime = 0;
2508                 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2509         }
2510
2511         target_voicescript_next(self);
2512
2513         // WEAPONTODO: Move into weaponsystem somehow
2514         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2515         if(!self.weapon)
2516                 self.clip_load = self.clip_size = 0;
2517 }
2518
2519 float isInvisibleString(string s)
2520 {
2521         float i, n, c;
2522         s = strdecolorize(s);
2523         for((i = 0), (n = strlen(s)); i < n; ++i)
2524         {
2525                 c = str2chr(s, i);
2526                 switch(c)
2527                 {
2528                         case 0:
2529                         case 32: // space
2530                                 break;
2531                         case 192: // charmap space
2532                                 if (!autocvar_utf8_enable)
2533                                         break;
2534                                 return FALSE;
2535                         case 160: // space in unicode fonts
2536                         case 0xE000 + 192: // utf8 charmap space
2537                                 if (autocvar_utf8_enable)
2538                                         break;
2539                         default:
2540                                 return FALSE;
2541                 }
2542         }
2543         return TRUE;
2544 }
2545
2546 /*
2547 =============
2548 PlayerPostThink
2549
2550 Called every frame for each client after the physics are run
2551 =============
2552 */
2553 .float idlekick_lasttimeleft;
2554 void PlayerPostThink (void)
2555 {
2556         // Savage: Check for nameless players
2557         if (isInvisibleString(self.netname)) {
2558                 self.netname = "Player";
2559                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2560         }
2561
2562         if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2563         if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2564         {
2565                 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2566                 {
2567                         if(self.idlekick_lasttimeleft)
2568                         {
2569                                 self.idlekick_lasttimeleft = 0;
2570                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2571                         }
2572                 }
2573                 else
2574                 {
2575                         float timeleft;
2576                         timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2577                         if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2578                         {
2579                                 if(!self.idlekick_lasttimeleft)
2580                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2581                         }
2582                         if(timeleft <= 0)
2583                         {
2584                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2585                                 dropclient(self);
2586                                 return;
2587                         }
2588                         else if(timeleft <= 10)
2589                         {
2590                                 if(timeleft != self.idlekick_lasttimeleft)
2591                                         { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2592                                 self.idlekick_lasttimeleft = timeleft;
2593                         }
2594                 }
2595         }
2596
2597 #ifdef TETRIS
2598         if(self.impulse == 100)
2599                 ImpulseCommands();
2600         if (!TetrisPostFrame())
2601         {
2602 #endif
2603
2604         CheatFrame();
2605
2606         //CheckPlayerJump();
2607
2608         if(IS_PLAYER(self)) {
2609                 CheckRules_Player();
2610                 UpdateChatBubble();
2611                 if (self.impulse)
2612                         ImpulseCommands();
2613                 if (intermission_running)
2614                         return;         // intermission or finale
2615                 GetPressedKeys();
2616         }
2617
2618 #ifdef TETRIS
2619         }
2620 #endif
2621
2622         /*
2623         float i;
2624         for(i = 0; i < 1000; ++i)
2625         {
2626                 vector end;
2627                 end = self.origin + '0 0 1024' + 512 * randomvec();
2628                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2629                 if(trace_fraction < 1)
2630                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2631                 {
2632                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2633                         break;
2634                 }
2635         }
2636         */
2637
2638         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
2639
2640         if(self.waypointsprite_attachedforcarrier)
2641                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON));
2642
2643         playerdemo_write();
2644
2645         CSQCMODEL_AUTOUPDATE();
2646 }