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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_client.qc
1 #include "cl_client.qh"
2
3 #include "anticheat.qh"
4 #include "cl_impulse.qh"
5 #include "cl_player.qh"
6 #include "ent_cs.qh"
7 #include "ipban.qh"
8 #include "miscfunctions.qh"
9 #include "portals.qh"
10 #include "teamplay.qh"
11 #include "playerdemo.qh"
12 #include "spawnpoints.qh"
13 #include "g_damage.qh"
14 #include "g_hook.qh"
15 #include "command/common.qh"
16 #include "cheats.qh"
17 #include "g_world.qh"
18 #include "race.qh"
19 #include "antilag.qh"
20 #include "campaign.qh"
21 #include "command/common.qh"
22
23 #include "bot/bot.qh"
24 #include "bot/navigation.qh"
25
26 #include "../common/vehicles/all.qh"
27
28 #include "weapons/hitplot.qh"
29 #include "weapons/weaponsystem.qh"
30
31 #include "../common/net_notice.qh"
32 #include "../common/physics.qh"
33
34 #include "../common/items/all.qc"
35
36 #include "../common/mutators/mutator/waypoints/all.qh"
37
38 #include "../common/triggers/subs.qh"
39 #include "../common/triggers/triggers.qh"
40 #include "../common/triggers/trigger/secret.qh"
41
42 #include "../common/minigames/sv_minigames.qh"
43
44 #include "../common/items/inventory.qh"
45
46 #include "../common/monsters/sv_monsters.qh"
47
48 #include "../warpzonelib/server.qh"
49
50
51 void send_CSQC_teamnagger() {
52         WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
53         WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
54 }
55
56 float ClientData_Send(entity to, int sf)
57 {SELFPARAM();
58         if(to != self.owner)
59         {
60                 error("wtf");
61                 return false;
62         }
63
64         entity e;
65
66         e = to;
67         if(IS_SPEC(to))
68                 e = to.enemy;
69
70         sf = 0;
71
72         if(e.race_completed)
73                 sf |= 1; // forced scoreboard
74         if(to.spectatee_status)
75                 sf |= 2; // spectator ent number follows
76         if(e.zoomstate)
77                 sf |= 4; // zoomed
78         if(e.porto_v_angle_held)
79                 sf |= 8; // angles held
80
81         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
82         WriteByte(MSG_ENTITY, sf);
83
84         if(sf & 2)
85                 WriteByte(MSG_ENTITY, to.spectatee_status);
86
87         if(sf & 8)
88         {
89                 WriteAngle(MSG_ENTITY, e.v_angle.x);
90                 WriteAngle(MSG_ENTITY, e.v_angle.y);
91         }
92
93         return true;
94 }
95
96 void ClientData_Attach()
97 {SELFPARAM();
98         Net_LinkEntity(self.clientdata = spawn(), false, 0, ClientData_Send);
99         self.clientdata.drawonlytoclient = self;
100         self.clientdata.owner = self;
101 }
102
103 void ClientData_Detach()
104 {SELFPARAM();
105         remove(self.clientdata);
106         self.clientdata = world;
107 }
108
109 void ClientData_Touch(entity e)
110 {
111         e.clientdata.SendFlags = 1;
112
113         // make it spectatable
114         entity e2;
115         FOR_EACH_REALCLIENT(e2)
116         {
117                 if(e2 != e)
118                         if(IS_SPEC(e2))
119                                 if(e2.enemy == e)
120                                         e2.clientdata.SendFlags = 1;
121         }
122 }
123
124 .string netname_previous;
125
126 void SetSpectator(entity player, entity spectatee);
127
128
129 /*
130 =============
131 CheckPlayerModel
132
133 Checks if the argument string can be a valid playermodel.
134 Returns a valid one in doubt.
135 =============
136 */
137 string FallbackPlayerModel;
138 string CheckPlayerModel(string plyermodel) {
139         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
140         {
141                 // note: we cannot summon Don Strunzone here, some player may
142                 // still have the model string set. In case anyone manages how
143                 // to change a cvar default, we'll have a small leak here.
144                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
145         }
146         // only in right path
147         if( substring(plyermodel,0,14) != "models/player/")
148                 return FallbackPlayerModel;
149         // only good file extensions
150         if(substring(plyermodel,-4,4) != ".zym")
151         if(substring(plyermodel,-4,4) != ".dpm")
152         if(substring(plyermodel,-4,4) != ".iqm")
153         if(substring(plyermodel,-4,4) != ".md3")
154         if(substring(plyermodel,-4,4) != ".psk")
155                 return FallbackPlayerModel;
156         // forbid the LOD models
157         if(substring(plyermodel, -9,5) == "_lod1")
158                 return FallbackPlayerModel;
159         if(substring(plyermodel, -9,5) == "_lod2")
160                 return FallbackPlayerModel;
161         if(plyermodel != strtolower(plyermodel))
162                 return FallbackPlayerModel;
163         // also, restrict to server models
164         if(autocvar_sv_servermodelsonly)
165         {
166                 if(!fexists(plyermodel))
167                         return FallbackPlayerModel;
168         }
169         return plyermodel;
170 }
171
172 void setplayermodel(entity e, string modelname)
173 {
174         precache_model(modelname);
175         setmodel(e, modelname);
176         player_setupanimsformodel();
177         UpdatePlayerSounds();
178 }
179
180 /*
181 =============
182 PutObserverInServer
183
184 putting a client as observer in the server
185 =============
186 */
187 void FixPlayermodel();
188 void PutObserverInServer (void)
189 {SELFPARAM();
190         entity  spot;
191     self.hud = HUD_NORMAL;
192
193         if(IS_PLAYER(self)) { Send_Effect(EFFECT_SPAWN_NEUTRAL, self.origin, '0 0 0', 1); }
194
195         spot = SelectSpawnPoint (true);
196         if(!spot)
197                 error("No spawnpoints for observers?!?\n");
198         RemoveGrapplingHook(self); // Wazat's Grappling Hook
199
200         if(IS_REAL_CLIENT(self))
201         {
202                 msg_entity = self;
203                 WriteByte(MSG_ONE, SVC_SETVIEW);
204                 WriteEntity(MSG_ONE, self);
205         }
206
207         self.frags = FRAGS_SPECTATOR;
208
209         MUTATOR_CALLHOOK(MakePlayerObserver);
210
211         Portal_ClearAll(self);
212
213         Unfreeze(self);
214
215         if(self.alivetime)
216         {
217                 if(!warmup_stage)
218                         PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
219                 self.alivetime = 0;
220         }
221
222         if(self.vehicle)
223                 vehicles_exit(VHEF_RELEASE);
224
225         WaypointSprite_PlayerDead();
226
227         if (!g_ca)  // don't reset teams when moving a ca player to the spectators
228                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog
229
230         if(self.killcount != -666)
231         {
232                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
233                 if(!intermission_running)
234                 if(autocvar_g_chat_nospectators == 1 || (!(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
235                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_CHAT_NOSPECTATORS);
236
237                 if(self.just_joined == false) {
238                         LogTeamchange(self.playerid, -1, 4);
239                 } else
240                         self.just_joined = false;
241         }
242
243         PlayerScore_Clear(self); // clear scores when needed
244
245         accuracy_resend(self);
246
247         self.spectatortime = time;
248
249         self.classname = "observer";
250         self.iscreature = false;
251         self.teleportable = TELEPORT_SIMPLE;
252         self.damagedbycontents = false;
253         self.health = -666;
254         self.takedamage = DAMAGE_NO;
255         self.solid = SOLID_NOT;
256         self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
257         self.flags = FL_CLIENT | FL_NOTARGET;
258         self.armorvalue = 666;
259         self.effects = 0;
260         self.armorvalue = autocvar_g_balance_armor_start;
261         self.pauserotarmor_finished = 0;
262         self.pauserothealth_finished = 0;
263         self.pauseregen_finished = 0;
264         self.damageforcescale = 0;
265         self.death_time = 0;
266         self.respawn_flags = 0;
267         self.respawn_time = 0;
268         self.stat_respawn_time = 0;
269         self.alpha = 0;
270         self.scale = 0;
271         self.fade_time = 0;
272         self.pain_frame = 0;
273         self.pain_finished = 0;
274         self.strength_finished = 0;
275         self.invincible_finished = 0;
276         self.superweapons_finished = 0;
277         self.pushltime = 0;
278         self.istypefrag = 0;
279         self.think = func_null;
280         self.nextthink = 0;
281         self.hook_time = 0;
282         self.deadflag = DEAD_NO;
283         self.angles = spot.angles;
284         self.angles_z = 0;
285         self.fixangle = true;
286         self.crouch = false;
287         self.revival_time = 0;
288
289         setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
290         self.prevorigin = self.origin;
291         self.items = 0;
292         self.weapons = '0 0 0';
293         self.model = "";
294         FixPlayermodel();
295         setmodel(self, "null");
296         self.drawonlytoclient = self;
297
298         setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
299         self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
300
301         self.weapon = 0;
302         self.weaponname = "";
303         self.switchingweapon = 0;
304         self.weaponmodel = "";
305         self.weaponentity = world;
306         self.exteriorweaponentity = world;
307         self.killcount = -666;
308         self.velocity = '0 0 0';
309         self.avelocity = '0 0 0';
310         self.punchangle = '0 0 0';
311         self.punchvector = '0 0 0';
312         self.oldvelocity = self.velocity;
313         self.fire_endtime = -1;
314         self.event_damage = func_null;
315 }
316
317 .float model_randomizer;
318 void FixPlayermodel()
319 {SELFPARAM();
320         string defaultmodel;
321         float defaultskin, chmdl, oldskin, n, i;
322         vector m1, m2;
323
324         defaultmodel = "";
325         defaultskin = 0;
326         chmdl = false;
327
328         if(autocvar_sv_defaultcharacter)
329         {
330                 if(teamplay)
331                 {
332                         string s;
333                         s = Static_Team_ColorName_Lower(self.team);
334                         if(s != "neutral")
335                         {
336                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
337                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
338                         }
339                 }
340
341                 if(defaultmodel == "")
342                 {
343                         defaultmodel = autocvar_sv_defaultplayermodel;
344                         defaultskin = autocvar_sv_defaultplayerskin;
345                 }
346
347                 n = tokenize_console(defaultmodel);
348                 if(n > 0)
349                 {
350                         defaultmodel = argv(floor(n * self.model_randomizer));
351                         // However, do NOT randomize if the player-selected model is in the list.
352                         for (i = 0; i < n; ++i)
353                                 if ((argv(i) == self.playermodel && defaultskin == stof(self.playerskin)) || argv(i) == strcat(self.playermodel, ":", self.playerskin))
354                                         defaultmodel = argv(i);
355                 }
356
357                 i = strstrofs(defaultmodel, ":", 0);
358                 if(i >= 0)
359                 {
360                         defaultskin = stof(substring(defaultmodel, i+1, -1));
361                         defaultmodel = substring(defaultmodel, 0, i);
362                 }
363         }
364
365         MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin);
366         defaultmodel = ret_string;
367         defaultskin = ret_int;
368
369         if(defaultmodel != "")
370         {
371                 if (defaultmodel != self.model)
372                 {
373                         m1 = self.mins;
374                         m2 = self.maxs;
375                         setplayermodel (self, defaultmodel);
376                         setsize (self, m1, m2);
377                         chmdl = true;
378                 }
379
380                 oldskin = self.skin;
381                 self.skin = defaultskin;
382         } else {
383                 if (self.playermodel != self.model || self.playermodel == "")
384                 {
385                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
386                         m1 = self.mins;
387                         m2 = self.maxs;
388                         setplayermodel (self, self.playermodel);
389                         setsize (self, m1, m2);
390                         chmdl = true;
391                 }
392
393                 oldskin = self.skin;
394                 self.skin = stof(self.playerskin);
395         }
396
397         if(chmdl || oldskin != self.skin) // model or skin has changed
398         {
399                 self.species = player_getspecies(); // update species
400                 UpdatePlayerSounds(); // update skin sounds
401         }
402
403         if(!teamplay)
404                 if(strlen(autocvar_sv_defaultplayercolors))
405                         if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
406                                 setcolor(self, stof(autocvar_sv_defaultplayercolors));
407 }
408
409
410 /** Called when a client spawns in the server */
411 void PutClientInServer()
412 {
413         SELFPARAM();
414         if(IS_BOT_CLIENT(self))
415                 self.classname = "player";
416         else if(IS_REAL_CLIENT(self))
417         {
418                 msg_entity = self;
419                 WriteByte(MSG_ONE, SVC_SETVIEW);
420                 WriteEntity(MSG_ONE, self);
421         }
422
423         SetSpectator(self, world);
424
425         // reset player keys
426         self.itemkeys = 0;
427
428         MUTATOR_CALLHOOK(PutClientInServer, self);
429
430         if(gameover)
431                 self.classname = "observer";
432
433         if(IS_PLAYER(self))
434         {
435                 entity spot;
436
437                 accuracy_resend(self);
438
439                 if(self.team < 0)
440                         JoinBestTeam(self, false, true);
441
442                 spot = SelectSpawnPoint (false);
443                 if(!spot)
444                 {
445                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
446                         return; // spawn failed
447                 }
448
449                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
450
451                 self.classname = "player";
452                 self.wasplayer = true;
453                 self.iscreature = true;
454                 self.teleportable = TELEPORT_NORMAL;
455                 self.damagedbycontents = true;
456                 self.movetype = MOVETYPE_WALK;
457                 self.solid = SOLID_SLIDEBOX;
458                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
459                 if(autocvar_g_playerclip_collisions)
460                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
461                 if(IS_BOT_CLIENT(self) && autocvar_g_botclip_collisions)
462                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
463                 self.frags = FRAGS_PLAYER;
464                 if(INDEPENDENT_PLAYERS)
465                         MAKE_INDEPENDENT_PLAYER(self);
466                 self.flags = FL_CLIENT | FL_PICKUPITEMS;
467                 if(autocvar__notarget)
468                         self.flags |= FL_NOTARGET;
469                 self.takedamage = DAMAGE_AIM;
470                 self.effects = 0;
471                 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
472                 self.air_finished = time + 12;
473                 self.dmg = 2;
474                 if(WEP_CVAR(vortex, charge))
475                 {
476                         if(WEP_CVAR_SEC(vortex, chargepool))
477                                 self.vortex_chargepool_ammo = 1;
478                         self.vortex_charge = WEP_CVAR(vortex, charge_start);
479                 }
480
481                 if(warmup_stage)
482                 {
483                         self.ammo_shells = warmup_start_ammo_shells;
484                         self.ammo_nails = warmup_start_ammo_nails;
485                         self.ammo_rockets = warmup_start_ammo_rockets;
486                         self.ammo_cells = warmup_start_ammo_cells;
487                         self.ammo_plasma = warmup_start_ammo_plasma;
488                         self.ammo_fuel = warmup_start_ammo_fuel;
489                         self.health = warmup_start_health;
490                         self.armorvalue = warmup_start_armorvalue;
491                         self.weapons = WARMUP_START_WEAPONS;
492                 }
493                 else
494                 {
495                         self.ammo_shells = start_ammo_shells;
496                         self.ammo_nails = start_ammo_nails;
497                         self.ammo_rockets = start_ammo_rockets;
498                         self.ammo_cells = start_ammo_cells;
499                         self.ammo_plasma = start_ammo_plasma;
500                         self.ammo_fuel = start_ammo_fuel;
501                         self.health = start_health;
502                         self.armorvalue = start_armorvalue;
503                         self.weapons = start_weapons;
504                 }
505
506                 if(self.weapons & WEPSET_SUPERWEAPONS)
507                         self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
508                 else
509                         self.superweapons_finished = 0;
510
511                 if(g_weaponarena_random) // WEAPONTODO: more stuff that should be in a mutator. also: rename those cvars
512                 {
513                         if(g_weaponarena_random_with_blaster)
514                                 self.weapons &= ~WEPSET_BLASTER;
515                         W_RandomWeapons(self, g_weaponarena_random);
516                         if(g_weaponarena_random_with_blaster)
517                                 self.weapons |= WEPSET_BLASTER;
518                 }
519
520                 self.items = start_items;
521
522                 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
523                 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
524                 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
525                 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
526                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
527                 //extend the pause of rotting if client was reset at the beginning of the countdown
528                 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
529                         self.spawnshieldtime += game_starttime - time;
530                         self.pauserotarmor_finished += game_starttime - time;
531                         self.pauserothealth_finished += game_starttime - time;
532                         self.pauseregen_finished += game_starttime - time;
533                 }
534                 self.damageforcescale = 2;
535                 self.death_time = 0;
536                 self.respawn_flags = 0;
537                 self.respawn_time = 0;
538                 self.stat_respawn_time = 0;
539                 self.scale = autocvar_sv_player_scale;
540                 self.fade_time = 0;
541                 self.pain_frame = 0;
542                 self.pain_finished = 0;
543                 self.strength_finished = 0;
544                 self.invincible_finished = 0;
545                 self.pushltime = 0;
546                 // players have no think function
547                 self.think = func_null;
548                 self.nextthink = 0;
549                 self.hook_time = 0;
550                 self.dmg_team = 0;
551                 self.ballistics_density = autocvar_g_ballistics_density_player;
552
553                 self.metertime = 0;
554
555                 self.deadflag = DEAD_NO;
556
557                 self.angles = spot.angles;
558
559                 self.angles_z = 0; // never spawn tilted even if the spot says to
560                 if(IS_BOT_CLIENT(self))
561                         self.v_angle = self.angles;
562                 self.fixangle = true; // turn this way immediately
563                 self.velocity = '0 0 0';
564                 self.avelocity = '0 0 0';
565                 self.punchangle = '0 0 0';
566                 self.punchvector = '0 0 0';
567                 self.oldvelocity = self.velocity;
568                 self.fire_endtime = -1;
569                 self.revival_time = 0;
570
571                 entity spawnevent = spawn();
572                 spawnevent.owner = self;
573                 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
574
575                 // Cut off any still running player sounds.
576                 stopsound(self, CH_PLAYER_SINGLE);
577
578                 self.model = "";
579                 FixPlayermodel();
580                 self.drawonlytoclient = world;
581
582                 self.crouch = false;
583                 self.view_ofs = PL_VIEW_OFS;
584                 setsize (self, PL_MIN, PL_MAX);
585                 self.spawnorigin = spot.origin;
586                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins.z - 24));
587                 // don't reset back to last position, even if new position is stuck in solid
588                 self.oldorigin = self.origin;
589                 self.prevorigin = self.origin;
590                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
591                 self.lastteleporttime = time; // prevent insane speeds due to changing origin
592         self.hud = HUD_NORMAL;
593
594                 self.event_damage = PlayerDamage;
595
596                 self.bot_attack = true;
597                 self.monster_attack = true;
598
599                 self.spider_slowness = 0;
600
601                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
602
603                 if(self.killcount == -666) {
604                         PlayerScore_Clear(self);
605                         self.killcount = 0;
606                 }
607
608                 CL_SpawnWeaponentity(self);
609                 self.alpha = default_player_alpha;
610                 self.colormod = '1 1 1' * autocvar_g_player_brightness;
611                 self.exteriorweaponentity.alpha = default_weapon_alpha;
612
613                 self.speedrunning = false;
614
615                 //stuffcmd(self, "chase_active 0");
616                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
617
618                 target_voicescript_clear(self);
619
620                 // reset fields the weapons may use
621                 for (int j = WEP_FIRST; j <= WEP_LAST; ++j)
622                 {
623                         WEP_ACTION(j, WR_RESETPLAYER);
624
625                         // all weapons must be fully loaded when we spawn
626                         entity e = get_weaponinfo(j);
627                         if (e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
628                                 self.(weapon_load[j]) = e.reloading_ammo;
629                 }
630
631                 string s = spot.target;
632                 spot.target = string_null;
633                 activator = self;
634                 SELFCALL(spot, SUB_UseTargets());
635                 SELFCALL_DONE();
636                 activator = world;
637                 spot.target = s;
638
639                 Unfreeze(self);
640
641                 MUTATOR_CALLHOOK(PlayerSpawn, spot);
642
643                 if(autocvar_spawn_debug)
644                 {
645                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
646                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
647                 }
648
649                 self.switchweapon = w_getbestweapon(self);
650                 self.cnt = -1; // W_LastWeapon will not complain
651                 self.weapon = 0;
652                 self.weaponname = "";
653                 self.switchingweapon = 0;
654
655                 if(!warmup_stage)
656                         if(!self.alivetime)
657                                 self.alivetime = time;
658
659                 antilag_clear(self);
660         }
661         else if(IS_OBSERVER(self))
662         {
663                 PutObserverInServer ();
664         }
665 }
666
667 .float ebouncefactor, ebouncestop; // electro's values
668 // TODO do we need all these fields, or should we stop autodetecting runtime
669 // changes and just have a console command to update this?
670 float ClientInit_SendEntity(entity to, int sf)
671 {SELFPARAM();
672         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
673         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
674         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
675         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
676         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
677         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
678         WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[0]));
679         WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[1]));
680         WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[2]));
681         WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[3]));
682
683         if(sv_foginterval && world.fog != "")
684                 WriteString(MSG_ENTITY, world.fog);
685         else
686                 WriteString(MSG_ENTITY, "");
687         WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
688         WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_mortar_bouncefactor // WEAPONTODO
689         WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_mortar_bouncestop
690         WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_mortar_bouncefactor
691         WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_mortar_bouncestop
692         WriteByte(MSG_ENTITY, WEP_CVAR(vortex, secondary)); // client has to know if it should zoom or not // WEAPONTODO
693         WriteByte(MSG_ENTITY, WEP_CVAR(rifle, secondary)); // client has to know if it should zoom or not // WEAPONTODO
694         WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
695         WriteByte(MSG_ENTITY, WEP_CVAR(minelayer, limit)); // minelayer max mines // WEAPONTODO
696         WriteByte(MSG_ENTITY, WEP_CVAR_SEC(hagar, load_max)); // hagar max loadable rockets // WEAPONTODO
697         WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
698         WriteByte(MSG_ENTITY, WEP_CVAR(porto, secondary)); // WEAPONTODO
699         return true;
700 }
701
702 void ClientInit_CheckUpdate()
703 {SELFPARAM();
704         self.nextthink = time;
705         if(self.count != autocvar_g_balance_armor_blockpercent)
706         {
707                 self.count = autocvar_g_balance_armor_blockpercent;
708                 self.SendFlags |= 1;
709         }
710         if(self.bouncefactor != autocvar_g_balance_mortar_bouncefactor) // WEAPONTODO
711         {
712                 self.bouncefactor = autocvar_g_balance_mortar_bouncefactor;
713                 self.SendFlags |= 1;
714         }
715         if(self.bouncestop != autocvar_g_balance_mortar_bouncestop)
716         {
717                 self.bouncestop = autocvar_g_balance_mortar_bouncestop;
718                 self.SendFlags |= 1;
719         }
720         if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
721         {
722                 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
723                 self.SendFlags |= 1;
724         }
725         if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
726         {
727                 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
728                 self.SendFlags |= 1;
729         }
730 }
731
732 void ClientInit_Spawn()
733 {SELFPARAM();
734         entity e = spawn();
735         e.classname = "clientinit";
736         e.think = ClientInit_CheckUpdate;
737         Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
738
739         SELFCALL(e, ClientInit_CheckUpdate());
740         SELFCALL_DONE();
741 }
742
743 /*
744 =============
745 SetNewParms
746 =============
747 */
748 void SetNewParms (void)
749 {
750         // initialize parms for a new player
751         parm1 = -(86400 * 366);
752 }
753
754 /*
755 =============
756 SetChangeParms
757 =============
758 */
759 void SetChangeParms (void)
760 {SELFPARAM();
761         // save parms for level change
762         parm1 = self.parm_idlesince - time;
763 }
764
765 /*
766 =============
767 DecodeLevelParms
768 =============
769 */
770 void DecodeLevelParms (void)
771 {SELFPARAM();
772         // load parms
773         self.parm_idlesince = parm1;
774         if(self.parm_idlesince == -(86400 * 366))
775                 self.parm_idlesince = time;
776
777         // whatever happens, allow 60 seconds of idling directly after connect for map loading
778         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
779 }
780
781 /*
782 =============
783 ClientKill
784
785 Called when a client types 'kill' in the console
786 =============
787 */
788
789 .float clientkill_nexttime;
790 void ClientKill_Now_TeamChange()
791 {SELFPARAM();
792         if(self.killindicator_teamchange == -1)
793         {
794                 JoinBestTeam( self, false, true );
795         }
796         else if(self.killindicator_teamchange == -2)
797         {
798                 if(blockSpectators)
799                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
800                 PutObserverInServer();
801         }
802         else
803                 SV_ChangeTeam(self.killindicator_teamchange - 1);
804         self.killindicator_teamchange = 0;
805 }
806
807 void ClientKill_Now()
808 {SELFPARAM();
809         if(self.vehicle)
810         {
811             vehicles_exit(VHEF_RELEASE);
812             if(!self.killindicator_teamchange)
813             {
814             self.vehicle_health = -1;
815             Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
816             }
817         }
818
819         if(self.killindicator && !wasfreed(self.killindicator))
820                 remove(self.killindicator);
821
822         self.killindicator = world;
823
824         if(self.killindicator_teamchange)
825                 ClientKill_Now_TeamChange();
826
827         if(IS_PLAYER(self))
828                 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
829
830         // now I am sure the player IS dead
831 }
832 void KillIndicator_Think()
833 {SELFPARAM();
834         if (gameover)
835         {
836                 self.owner.killindicator = world;
837                 remove(self);
838                 return;
839         }
840
841         if (self.owner.alpha < 0 && !self.owner.vehicle)
842         {
843                 self.owner.killindicator = world;
844                 remove(self);
845                 return;
846         }
847
848         if(self.cnt <= 0)
849         {
850                 setself(self.owner);
851                 ClientKill_Now(); // no oldself needed
852                 return;
853         }
854     else if(g_cts && self.health == 1) // health == 1 means that it's silent
855     {
856         self.nextthink = time + 1;
857         self.cnt -= 1;
858     }
859         else
860         {
861                 if(self.cnt <= 10)
862                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
863                 if(IS_REAL_CLIENT(self.owner))
864                 {
865                         if(self.cnt <= 10)
866                                 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
867                 }
868                 self.nextthink = time + 1;
869                 self.cnt -= 1;
870         }
871 }
872
873 float clientkilltime;
874 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
875 {SELFPARAM();
876         float killtime;
877         float starttime;
878         entity e;
879
880         if (gameover)
881                 return;
882
883         killtime = autocvar_g_balance_kill_delay;
884
885         if(g_race_qualifying || g_cts)
886                 killtime = 0;
887
888     if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
889     {
890                 remove(self.killindicator);
891                 self.killindicator = world;
892
893         ClientKill_Now(); // allow instant kill in this case
894         return;
895     }
896
897         self.killindicator_teamchange = targetteam;
898
899     if(!self.killindicator)
900         {
901                 if(self.deadflag == DEAD_NO)
902                 {
903                         killtime = max(killtime, self.clientkill_nexttime - time);
904                         self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
905                 }
906
907                 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
908                 {
909                         ClientKill_Now();
910                 }
911                 else
912                 {
913                         starttime = max(time, clientkilltime);
914
915                         self.killindicator = spawn();
916                         self.killindicator.owner = self;
917                         self.killindicator.scale = 0.5;
918                         setattachment(self.killindicator, self, "");
919                         setorigin(self.killindicator, '0 0 52');
920                         self.killindicator.think = KillIndicator_Think;
921                         self.killindicator.nextthink = starttime + (self.lip) * 0.05;
922                         clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
923                         self.killindicator.cnt = ceil(killtime);
924                         self.killindicator.count = bound(0, ceil(killtime), 10);
925                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
926
927                         for(e = world; (e = find(e, classname, "body")) != world; )
928                         {
929                                 if(e.enemy != self)
930                                         continue;
931                                 e.killindicator = spawn();
932                                 e.killindicator.owner = e;
933                                 e.killindicator.scale = 0.5;
934                                 setattachment(e.killindicator, e, "");
935                                 setorigin(e.killindicator, '0 0 52');
936                                 e.killindicator.think = KillIndicator_Think;
937                                 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
938                                 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
939                                 e.killindicator.cnt = ceil(killtime);
940                         }
941                         self.lip = 0;
942                 }
943         }
944         if(self.killindicator)
945         {
946                 if(targetteam == 0) // just die
947                 {
948                         self.killindicator.colormod = '0 0 0';
949                         if(IS_REAL_CLIENT(self))
950                         if(self.killindicator.cnt > 0)
951                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
952                 }
953                 else if(targetteam == -1) // auto
954                 {
955                         self.killindicator.colormod = '0 1 0';
956                         if(IS_REAL_CLIENT(self))
957                         if(self.killindicator.cnt > 0)
958                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
959                 }
960                 else if(targetteam == -2) // spectate
961                 {
962                         self.killindicator.colormod = '0.5 0.5 0.5';
963                         if(IS_REAL_CLIENT(self))
964                         if(self.killindicator.cnt > 0)
965                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
966                 }
967                 else
968                 {
969                         self.killindicator.colormod = Team_ColorRGB(targetteam);
970                         if(IS_REAL_CLIENT(self))
971                         if(self.killindicator.cnt > 0)
972                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
973                 }
974         }
975
976 }
977
978 void ClientKill (void)
979 {SELFPARAM();
980         if(gameover) return;
981         if(self.player_blocked) return;
982         if(self.frozen) return;
983
984         ClientKill_TeamChange(0);
985 }
986
987 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
988 {
989     e.killindicator = spawn();
990     e.killindicator.owner = e;
991     e.killindicator.think = KillIndicator_Think;
992     e.killindicator.nextthink = time + (e.lip) * 0.05;
993     e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
994     e.killindicator.health = 1; // this is used to indicate that it should be silent
995     e.lip = 0;
996 }
997
998 void FixClientCvars(entity e)
999 {
1000         // send prediction settings to the client
1001         stuffcmd(e, "\nin_bindmap 0 0\n");
1002         if(g_race || g_cts)
1003                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1004         if(autocvar_g_antilag == 3) // client side hitscan
1005                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1006         if(autocvar_sv_gentle)
1007                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1008 }
1009
1010 float PlayerInIDList(entity p, string idlist)
1011 {
1012         float n, i;
1013         string s;
1014
1015         // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1016         if (!p.crypto_idfp)
1017                 return 0;
1018
1019         // this function allows abbreviated player IDs too!
1020         n = tokenize_console(idlist);
1021         for(i = 0; i < n; ++i)
1022         {
1023                 s = argv(i);
1024                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1025                         return 1;
1026         }
1027
1028         return 0;
1029 }
1030
1031 #ifdef DP_EXT_PRECONNECT
1032 /*
1033 =============
1034 ClientPreConnect
1035
1036 Called once (not at each match start) when a client begins a connection to the server
1037 =============
1038 */
1039 void ClientPreConnect (void)
1040 {SELFPARAM();
1041         if(autocvar_sv_eventlog)
1042         {
1043                 GameLogEcho(sprintf(":connect:%d:%d:%s",
1044                         self.playerid,
1045                         num_for_edict(self),
1046                         ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot")
1047                 ));
1048         }
1049 }
1050 #endif
1051
1052 /*
1053 =============
1054 ClientConnect
1055
1056 Called when a client connects to the server
1057 =============
1058 */
1059 void DecodeLevelParms (void);
1060 void ClientConnect (void)
1061 {SELFPARAM();
1062         float t;
1063
1064         if(IS_CLIENT(self))
1065         {
1066                 LOG_INFO("Warning: ClientConnect, but already connected!\n");
1067                 return;
1068         }
1069
1070         if(Ban_MaybeEnforceBanOnce(self))
1071                 return;
1072
1073         DecodeLevelParms();
1074
1075 #ifdef WATERMARK
1076         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1077 #endif
1078
1079         self.classname = "player_joining";
1080
1081         self.flags = FL_CLIENT;
1082         self.version_nagtime = time + 10 + random() * 10;
1083
1084         if(player_count<0)
1085         {
1086                 LOG_TRACE("BUG player count is lower than zero, this cannot happen!\n");
1087                 player_count = 0;
1088         }
1089
1090         if(IS_REAL_CLIENT(self)) { PlayerStats_PlayerBasic_CheckUpdate(self); }
1091
1092         PlayerScore_Attach(self);
1093         ClientData_Attach();
1094         accuracy_init(self);
1095         Inventory_new(self);
1096
1097         bot_clientconnect();
1098
1099         playerdemo_init();
1100
1101         anticheat_init();
1102
1103         // identify the right forced team
1104         if(autocvar_g_campaign)
1105         {
1106                 if(IS_REAL_CLIENT(self)) // only players, not bots
1107                 {
1108                         switch(autocvar_g_campaign_forceteam)
1109                         {
1110                                 case 1: self.team_forced = NUM_TEAM_1; break;
1111                                 case 2: self.team_forced = NUM_TEAM_2; break;
1112                                 case 3: self.team_forced = NUM_TEAM_3; break;
1113                                 case 4: self.team_forced = NUM_TEAM_4; break;
1114                                 default: self.team_forced = 0;
1115                         }
1116                 }
1117         }
1118         else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1119                 self.team_forced = NUM_TEAM_1;
1120         else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1121                 self.team_forced = NUM_TEAM_2;
1122         else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1123                 self.team_forced = NUM_TEAM_3;
1124         else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1125                 self.team_forced = NUM_TEAM_4;
1126         else if(autocvar_g_forced_team_otherwise == "red")
1127                 self.team_forced = NUM_TEAM_1;
1128         else if(autocvar_g_forced_team_otherwise == "blue")
1129                 self.team_forced = NUM_TEAM_2;
1130         else if(autocvar_g_forced_team_otherwise == "yellow")
1131                 self.team_forced = NUM_TEAM_3;
1132         else if(autocvar_g_forced_team_otherwise == "pink")
1133                 self.team_forced = NUM_TEAM_4;
1134         else if(autocvar_g_forced_team_otherwise == "spectate")
1135                 self.team_forced = -1;
1136         else if(autocvar_g_forced_team_otherwise == "spectator")
1137                 self.team_forced = -1;
1138         else
1139                 self.team_forced = 0;
1140
1141         if(!teamplay)
1142                 if(self.team_forced > 0)
1143                         self.team_forced = 0;
1144
1145         JoinBestTeam(self, false, false); // if the team number is valid, keep it
1146
1147         if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
1148                 self.classname = "observer";
1149         } else {
1150                 if(teamplay)
1151                 {
1152                         if(autocvar_g_balance_teams)
1153                         {
1154                                 self.classname = "player";
1155                                 campaign_bots_may_start = 1;
1156                         }
1157                         else
1158                         {
1159                                 self.classname = "observer"; // do it anyway
1160                         }
1161                 }
1162                 else
1163                 {
1164                         self.classname = "player";
1165                         campaign_bots_may_start = 1;
1166                 }
1167         }
1168
1169         self.playerid = (playerid_last = playerid_last + 1);
1170
1171         PlayerStats_GameReport_AddEvent(sprintf("kills-%d", self.playerid));
1172
1173     if(IS_BOT_CLIENT(self))
1174         PlayerStats_GameReport_AddPlayer(self);
1175
1176         if(autocvar_sv_eventlog)
1177                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
1178
1179         LogTeamchange(self.playerid, self.team, 1);
1180
1181         self.just_joined = true;  // stop spamming the eventlog with additional lines when the client connects
1182
1183         self.netname_previous = strzone(self.netname);
1184
1185         if(IS_PLAYER(self) && teamplay)
1186                 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1187         else
1188                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1189
1190         stuffcmd(self, strcat(clientstuff, "\n"));
1191         stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1192
1193         FixClientCvars(self);
1194
1195         // spawnfunc_waypoint sprites
1196         WaypointSprite_InitClient(self);
1197
1198         // Wazat's grappling hook
1199         SetGrappleHookBindings();
1200
1201         // Jetpack binds
1202         stuffcmd(self, "alias +jetpack +button10\n");
1203         stuffcmd(self, "alias -jetpack -button10\n");
1204
1205         // get version info from player
1206         stuffcmd(self, "cmd clientversion $gameversion\n");
1207
1208         // get other cvars from player
1209         GetCvars(0);
1210
1211         // notify about available teams
1212         if(teamplay)
1213         {
1214                 CheckAllowedTeams(self);
1215                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1216                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1217         }
1218         else
1219                 stuffcmd(self, "set _teams_available 0\n");
1220
1221         attach_entcs();
1222
1223         bot_relinkplayerlist();
1224
1225         self.spectatortime = time;
1226         if(blockSpectators)
1227         {
1228                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1229         }
1230
1231         self.jointime = time;
1232         self.allowed_timeouts = autocvar_sv_timeout_number;
1233
1234         if(IS_REAL_CLIENT(self))
1235         {
1236                 if(!autocvar_g_campaign)
1237                 {
1238                         self.motd_actived_time = -1;
1239                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1240                 }
1241
1242                 if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET_TUBA))
1243                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1244         }
1245
1246         if(!sv_foginterval && world.fog != "")
1247                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1248
1249         W_HitPlotOpen(self);
1250
1251         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
1252                 send_CSQC_teamnagger();
1253
1254         CheatInitClient();
1255
1256         CSQCMODEL_AUTOINIT(self);
1257
1258         self.model_randomizer = random();
1259
1260         if(IS_REAL_CLIENT(self))
1261                 sv_notice_join();
1262
1263         for (entity e = world; (e = findfloat(e, init_for_player_needed, 1)); ) {
1264                 SELFCALL(e, e.init_for_player(this));
1265                 SELFCALL_DONE();
1266         }
1267
1268         MUTATOR_CALLHOOK(ClientConnect, self);
1269 }
1270 /*
1271 =============
1272 ClientDisconnect
1273
1274 Called when a client disconnects from the server
1275 =============
1276 */
1277 .entity chatbubbleentity;
1278 void ReadyCount();
1279 void ClientDisconnect (void)
1280 {SELFPARAM();
1281         if(self.vehicle)
1282             vehicles_exit(VHEF_RELEASE);
1283
1284         if (!IS_CLIENT(self))
1285         {
1286                 LOG_INFO("Warning: ClientDisconnect without ClientConnect\n");
1287                 return;
1288         }
1289
1290         PlayerStats_GameReport_FinalizePlayer(self);
1291
1292         if ( self.active_minigame )
1293                 part_minigame(self);
1294
1295         if(IS_PLAYER(self)) { Send_Effect(EFFECT_SPAWN_NEUTRAL, self.origin, '0 0 0', 1); }
1296
1297         CheatShutdownClient();
1298
1299         W_HitPlotClose(self);
1300
1301         anticheat_report();
1302         anticheat_shutdown();
1303
1304         playerdemo_shutdown();
1305
1306         bot_clientdisconnect();
1307
1308         if(self.entcs)
1309                 detach_entcs();
1310
1311         if(autocvar_sv_eventlog)
1312                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1313
1314         Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1315
1316         MUTATOR_CALLHOOK(ClientDisconnect);
1317
1318         Portal_ClearAll(self);
1319
1320         Unfreeze(self);
1321
1322         RemoveGrapplingHook(self);
1323
1324         // Here, everything has been done that requires this player to be a client.
1325
1326         self.flags &= ~FL_CLIENT;
1327
1328         if (self.chatbubbleentity)
1329                 remove (self.chatbubbleentity);
1330
1331         if (self.killindicator)
1332                 remove (self.killindicator);
1333
1334         WaypointSprite_PlayerGone();
1335
1336         bot_relinkplayerlist();
1337
1338         accuracy_free(self);
1339         Inventory_delete(self);
1340         ClientData_Detach();
1341         PlayerScore_Detach(self);
1342
1343         if(self.netname_previous)
1344                 strunzone(self.netname_previous);
1345         if(self.clientstatus)
1346                 strunzone(self.clientstatus);
1347         if(self.weaponorder_byimpulse)
1348                 strunzone(self.weaponorder_byimpulse);
1349
1350         ClearPlayerSounds();
1351
1352         if(self.personal)
1353                 remove(self.personal);
1354
1355         self.playerid = 0;
1356         ReadyCount();
1357
1358         // free cvars
1359         GetCvars(-1);
1360 }
1361
1362 .float BUTTON_CHAT;
1363 void ChatBubbleThink()
1364 {SELFPARAM();
1365         self.nextthink = time;
1366         if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1367         {
1368                 if(self.owner) // but why can that ever be world?
1369                         self.owner.chatbubbleentity = world;
1370                 remove(self);
1371                 return;
1372         }
1373         
1374         self.mdl = "";
1375         
1376         if ( !self.owner.deadflag && IS_PLAYER(self.owner) )
1377         {
1378                 if ( self.owner.active_minigame )
1379                         self.mdl = "models/sprites/minigame_busy.iqm";
1380                 else if ( self.owner.BUTTON_CHAT )
1381                         self.mdl = "models/misc/chatbubble.spr";
1382         }
1383         
1384         if ( self.model != self.mdl )
1385                 setmodel(self, self.mdl);
1386
1387 }
1388
1389 void UpdateChatBubble()
1390 {SELFPARAM();
1391         if (self.alpha < 0)
1392                 return;
1393         // spawn a chatbubble entity if needed
1394         if (!self.chatbubbleentity)
1395         {
1396                 self.chatbubbleentity = spawn();
1397                 self.chatbubbleentity.owner = self;
1398                 self.chatbubbleentity.exteriormodeltoclient = self;
1399                 self.chatbubbleentity.think = ChatBubbleThink;
1400                 self.chatbubbleentity.nextthink = time;
1401                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1402                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1403                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1404                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1405                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1406                 //self.chatbubbleentity.model = "";
1407                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1408         }
1409 }
1410
1411
1412 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1413 // added to the model skins
1414 /*void UpdateColorModHack()
1415 {
1416         float c;
1417         c = self.clientcolors & 15;
1418         // LordHavoc: only bothering to support white, green, red, yellow, blue
1419              if (!teamplay) self.colormod = '0 0 0';
1420         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1421         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1422         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1423         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1424         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1425         else self.colormod = '1 1 1';
1426 }*/
1427
1428 void respawn(void)
1429 {SELFPARAM();
1430         if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1431         {
1432                 self.solid = SOLID_NOT;
1433                 self.takedamage = DAMAGE_NO;
1434                 self.movetype = MOVETYPE_FLY;
1435                 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1436                 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1437                 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1438                 Send_Effect(EFFECT_RESPAWN_GHOST, self.origin, '0 0 0', 1);
1439                 if(autocvar_g_respawn_ghosts_maxtime)
1440                         SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1441         }
1442
1443         CopyBody(1);
1444
1445         self.effects |= EF_NODRAW; // prevent another CopyBody
1446         PutClientInServer();
1447 }
1448
1449 void play_countdown(float finished, string samp)
1450 {SELFPARAM();
1451         if(IS_REAL_CLIENT(self))
1452                 if(floor(finished - time - frametime) != floor(finished - time))
1453                         if(finished - time < 6)
1454                                 sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1455 }
1456
1457 void player_powerups (void)
1458 {SELFPARAM();
1459         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1460         int items_prev = self.items;
1461
1462         if((self.items & IT_USING_JETPACK) && !self.deadflag && !gameover)
1463                 self.modelflags |= MF_ROCKET;
1464         else
1465                 self.modelflags &= ~MF_ROCKET;
1466
1467         self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1468
1469         if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1470                 return;
1471
1472         Fire_ApplyDamage(self);
1473         Fire_ApplyEffect(self);
1474
1475         if (!g_instagib)
1476         {
1477                 if (self.items & ITEM_Strength.m_itemid)
1478                 {
1479                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1480                         self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1481                         if (time > self.strength_finished)
1482                         {
1483                                 self.items = self.items - (self.items & ITEM_Strength.m_itemid);
1484                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1485                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1486                         }
1487                 }
1488                 else
1489                 {
1490                         if (time < self.strength_finished)
1491                         {
1492                                 self.items = self.items | ITEM_Strength.m_itemid;
1493                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1494                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1495                         }
1496                 }
1497                 if (self.items & ITEM_Shield.m_itemid)
1498                 {
1499                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1500                         self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1501                         if (time > self.invincible_finished)
1502                         {
1503                                 self.items = self.items - (self.items & ITEM_Shield.m_itemid);
1504                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1505                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1506                         }
1507                 }
1508                 else
1509                 {
1510                         if (time < self.invincible_finished)
1511                         {
1512                                 self.items = self.items | ITEM_Shield.m_itemid;
1513                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1514                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1515                         }
1516                 }
1517                 if (self.items & IT_SUPERWEAPON)
1518                 {
1519                         if (!(self.weapons & WEPSET_SUPERWEAPONS))
1520                         {
1521                                 self.superweapons_finished = 0;
1522                                 self.items = self.items - (self.items & IT_SUPERWEAPON);
1523                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1524                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1525                         }
1526                         else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1527                         {
1528                                 // don't let them run out
1529                         }
1530                         else
1531                         {
1532                                 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1533                                 if (time > self.superweapons_finished)
1534                                 {
1535                                         self.items = self.items - (self.items & IT_SUPERWEAPON);
1536                                         self.weapons &= ~WEPSET_SUPERWEAPONS;
1537                                         //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1538                                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1539                                 }
1540                         }
1541                 }
1542                 else if(self.weapons & WEPSET_SUPERWEAPONS)
1543                 {
1544                         if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1545                         {
1546                                 self.items = self.items | IT_SUPERWEAPON;
1547                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1548                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1549                         }
1550                         else
1551                         {
1552                                 self.superweapons_finished = 0;
1553                                 self.weapons &= ~WEPSET_SUPERWEAPONS;
1554                         }
1555                 }
1556                 else
1557                 {
1558                         self.superweapons_finished = 0;
1559                 }
1560         }
1561
1562         if(autocvar_g_nodepthtestplayers)
1563                 self.effects = self.effects | EF_NODEPTHTEST;
1564
1565         if(autocvar_g_fullbrightplayers)
1566                 self.effects = self.effects | EF_FULLBRIGHT;
1567
1568         if (time >= game_starttime)
1569         if (time < self.spawnshieldtime)
1570                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1571
1572         MUTATOR_CALLHOOK(PlayerPowerups, self, items_prev);
1573 }
1574
1575 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1576 {
1577         if(current > stable)
1578                 return current;
1579         else if(current > stable - 0.25) // when close enough, "snap"
1580                 return stable;
1581         else
1582                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1583 }
1584
1585 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1586 {
1587         if(current < stable)
1588                 return current;
1589         else if(current < stable + 0.25) // when close enough, "snap"
1590                 return stable;
1591         else
1592                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1593 }
1594
1595 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1596 {
1597         if(current > rotstable)
1598         {
1599                 if(rotframetime > 0)
1600                 {
1601                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1602                         current = max(rotstable, current - rotlinear * rotframetime);
1603                 }
1604         }
1605         else if(current < regenstable)
1606         {
1607                 if(regenframetime > 0)
1608                 {
1609                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1610                         current = min(regenstable, current + regenlinear * regenframetime);
1611                 }
1612         }
1613
1614         if(current > limit)
1615                 current = limit;
1616
1617         return current;
1618 }
1619
1620 void player_regen (void)
1621 {SELFPARAM();
1622         float max_mod, regen_mod, rot_mod, limit_mod;
1623         max_mod = regen_mod = rot_mod = limit_mod = 1;
1624         regen_mod_max = max_mod;
1625         regen_mod_regen = regen_mod;
1626         regen_mod_rot = rot_mod;
1627         regen_mod_limit = limit_mod;
1628
1629         regen_health = autocvar_g_balance_health_regen;
1630         regen_health_linear = autocvar_g_balance_health_regenlinear;
1631         regen_health_rot = autocvar_g_balance_health_rot;
1632         regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1633         regen_health_stable = autocvar_g_balance_health_regenstable;
1634         regen_health_rotstable = autocvar_g_balance_health_rotstable;
1635         if(!MUTATOR_CALLHOOK(PlayerRegen))
1636         if(!self.frozen)
1637         {
1638                 float mina, maxa, limith, limita;
1639                 maxa = autocvar_g_balance_armor_rotstable;
1640                 mina = autocvar_g_balance_armor_regenstable;
1641                 limith = autocvar_g_balance_health_limit;
1642                 limita = autocvar_g_balance_armor_limit;
1643
1644                 max_mod = regen_mod_max;
1645                 regen_mod = regen_mod_regen;
1646                 rot_mod = regen_mod_rot;
1647                 limit_mod = regen_mod_limit;
1648
1649                 regen_health_rotstable = regen_health_rotstable * max_mod;
1650                 regen_health_stable = regen_health_stable * max_mod;
1651                 limith = limith * limit_mod;
1652                 limita = limita * limit_mod;
1653
1654                 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);
1655                 self.health = CalcRotRegen(self.health, regen_health_stable, regen_health, regen_health_linear, regen_mod * frametime * (time > self.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear, rot_mod * frametime * (time > self.pauserothealth_finished), limith);
1656         }
1657
1658         // if player rotted to death...  die!
1659         // check this outside above checks, as player may still be able to rot to death
1660         if(self.health < 1)
1661         {
1662                 if(self.vehicle)
1663                         vehicles_exit(VHEF_RELEASE);
1664                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1665         }
1666
1667         if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1668         {
1669                 float minf, maxf, limitf;
1670
1671                 maxf = autocvar_g_balance_fuel_rotstable;
1672                 minf = autocvar_g_balance_fuel_regenstable;
1673                 limitf = autocvar_g_balance_fuel_limit;
1674
1675                 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > self.pauseregen_finished) * ((self.items & ITEM_JetpackRegen.m_itemid) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > self.pauserotfuel_finished), limitf);
1676         }
1677 }
1678
1679 float zoomstate_set;
1680 void SetZoomState(float z)
1681 {SELFPARAM();
1682         if(z != self.zoomstate)
1683         {
1684                 self.zoomstate = z;
1685                 ClientData_Touch(self);
1686         }
1687         zoomstate_set = 1;
1688 }
1689
1690 void GetPressedKeys()
1691 {SELFPARAM();
1692         MUTATOR_CALLHOOK(GetPressedKeys);
1693         #define X(var,bit,flag) (flag ? var |= bit : var &= ~bit)
1694         X(self.pressedkeys, KEY_FORWARD,        self.movement_x > 0);
1695         X(self.pressedkeys, KEY_BACKWARD,       self.movement_x < 0);
1696         X(self.pressedkeys, KEY_RIGHT,          self.movement_y > 0);
1697         X(self.pressedkeys, KEY_LEFT,           self.movement_y < 0);
1698
1699         X(self.pressedkeys, KEY_JUMP,           PHYS_INPUT_BUTTON_JUMP(self));
1700         X(self.pressedkeys, KEY_CROUCH,         PHYS_INPUT_BUTTON_CROUCH(self));
1701         X(self.pressedkeys, KEY_ATCK,           PHYS_INPUT_BUTTON_ATCK(self));
1702         X(self.pressedkeys, KEY_ATCK2,          PHYS_INPUT_BUTTON_ATCK2(self));
1703         #undef X
1704 }
1705
1706 /*
1707 ======================
1708 spectate mode routines
1709 ======================
1710 */
1711
1712 void SpectateCopy(entity spectatee)
1713 {SELFPARAM();
1714         MUTATOR_CALLHOOK(SpectateCopy, spectatee, self);
1715         self.armortype = spectatee.armortype;
1716         self.armorvalue = spectatee.armorvalue;
1717         self.ammo_cells = spectatee.ammo_cells;
1718         self.ammo_plasma = spectatee.ammo_plasma;
1719         self.ammo_shells = spectatee.ammo_shells;
1720         self.ammo_nails = spectatee.ammo_nails;
1721         self.ammo_rockets = spectatee.ammo_rockets;
1722         self.ammo_fuel = spectatee.ammo_fuel;
1723         self.clip_load = spectatee.clip_load;
1724         self.clip_size = spectatee.clip_size;
1725         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1726         self.health = spectatee.health;
1727         self.impulse = 0;
1728         self.items = spectatee.items;
1729         self.last_pickup = spectatee.last_pickup;
1730         self.hit_time = spectatee.hit_time;
1731         self.metertime = spectatee.metertime;
1732         self.strength_finished = spectatee.strength_finished;
1733         self.invincible_finished = spectatee.invincible_finished;
1734         self.pressedkeys = spectatee.pressedkeys;
1735         self.weapons = spectatee.weapons;
1736         self.switchweapon = spectatee.switchweapon;
1737         self.switchingweapon = spectatee.switchingweapon;
1738         self.weapon = spectatee.weapon;
1739         self.vortex_charge = spectatee.vortex_charge;
1740         self.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1741         self.hagar_load = spectatee.hagar_load;
1742         self.arc_heat_percent = spectatee.arc_heat_percent;
1743         self.minelayer_mines = spectatee.minelayer_mines;
1744         self.punchangle = spectatee.punchangle;
1745         self.view_ofs = spectatee.view_ofs;
1746         self.velocity = spectatee.velocity;
1747         self.dmg_take = spectatee.dmg_take;
1748         self.dmg_save = spectatee.dmg_save;
1749         self.dmg_inflictor = spectatee.dmg_inflictor;
1750         self.v_angle = spectatee.v_angle;
1751         self.angles = spectatee.v_angle;
1752         self.frozen = spectatee.frozen;
1753         self.revive_progress = spectatee.revive_progress;
1754         if(!self.BUTTON_USE)
1755                 self.fixangle = true;
1756         setorigin(self, spectatee.origin);
1757         setsize(self, spectatee.mins, spectatee.maxs);
1758         SetZoomState(spectatee.zoomstate);
1759
1760     anticheat_spectatecopy(spectatee);
1761         self.hud = spectatee.hud;
1762         if(spectatee.vehicle)
1763     {
1764         self.fixangle = false;
1765         //self.velocity = spectatee.vehicle.velocity;
1766         self.vehicle_health = spectatee.vehicle_health;
1767         self.vehicle_shield = spectatee.vehicle_shield;
1768         self.vehicle_energy = spectatee.vehicle_energy;
1769         self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1770         self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1771         self.vehicle_reload1 = spectatee.vehicle_reload1;
1772         self.vehicle_reload2 = spectatee.vehicle_reload2;
1773
1774         msg_entity = self;
1775
1776         WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1777             WriteAngle(MSG_ONE,  spectatee.v_angle.x);
1778             WriteAngle(MSG_ONE,  spectatee.v_angle.y);
1779             WriteAngle(MSG_ONE,  spectatee.v_angle.z);
1780
1781         //WriteByte (MSG_ONE, SVC_SETVIEW);
1782         //    WriteEntity(MSG_ONE, self);
1783         //makevectors(spectatee.v_angle);
1784         //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1785     }
1786 }
1787
1788 bool SpectateUpdate()
1789 {SELFPARAM();
1790         if(!self.enemy)
1791             return false;
1792
1793         if(!IS_PLAYER(self.enemy) || self == self.enemy)
1794         {
1795                 SetSpectator(self, world);
1796                 return false;
1797         }
1798
1799         SpectateCopy(self.enemy);
1800
1801         return true;
1802 }
1803
1804 bool SpectateSet()
1805 {SELFPARAM();
1806         if(!IS_PLAYER(self.enemy))
1807                 return false;
1808
1809         msg_entity = self;
1810         WriteByte(MSG_ONE, SVC_SETVIEW);
1811         WriteEntity(MSG_ONE, self.enemy);
1812         self.movetype = MOVETYPE_NONE;
1813         accuracy_resend(self);
1814
1815         if(!SpectateUpdate())
1816                 PutObserverInServer();
1817
1818         return true;
1819 }
1820
1821 void SetSpectator(entity player, entity spectatee)
1822 {
1823         entity old_spectatee = player.enemy;
1824
1825         player.enemy = spectatee;
1826
1827         // WEAPONTODO
1828         // these are required to fix the spectator bug with arc
1829         if(old_spectatee && old_spectatee.arc_beam) { old_spectatee.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1830         if(player.enemy && player.enemy.arc_beam) { player.enemy.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1831 }
1832
1833 bool Spectate(entity pl)
1834 {SELFPARAM();
1835         if(g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1836         if(DIFF_TEAM(pl, self))
1837                 return false;
1838
1839         SetSpectator(self, pl);
1840         return SpectateSet();
1841 }
1842
1843 // Returns next available player to spectate if g_ca_spectate_enemies == 0
1844 entity CA_SpectateNext(entity start)
1845 {SELFPARAM();
1846         if(SAME_TEAM(start, self))
1847                 return start;
1848
1849         other = start;
1850         // continue from current player
1851         while(other && DIFF_TEAM(other, self))
1852                 other = find(other, classname, "player");
1853
1854         if (!other)
1855         {
1856                 // restart from begining
1857                 other = find(other, classname, "player");
1858                 while(other && DIFF_TEAM(other, self))
1859                         other = find(other, classname, "player");
1860         }
1861
1862         return other;
1863 }
1864
1865 bool SpectateNext()
1866 {SELFPARAM();
1867         other = find(self.enemy, classname, "player");
1868
1869         if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1870                 // CA and ca players when spectating enemies is forbidden
1871                 other = CA_SpectateNext(other);
1872         else
1873         {
1874                 // other modes and ca spectators or spectating enemies is allowed
1875                 if (!other)
1876                         other = find(other, classname, "player");
1877         }
1878
1879         if(other) { SetSpectator(self, other); }
1880
1881         return SpectateSet();
1882 }
1883
1884 bool SpectatePrev()
1885 {SELFPARAM();
1886         // NOTE: chain order is from the highest to the lower entnum (unlike find)
1887         other = findchain(classname, "player");
1888         if (!other) // no player
1889                 return false;
1890
1891         entity first = other;
1892         // skip players until current spectated player
1893         if(self.enemy)
1894         while(other && other != self.enemy)
1895                 other = other.chain;
1896
1897         if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1898         {
1899                 do { other = other.chain; }
1900                 while(other && DIFF_TEAM(other, self));
1901
1902                 if (!other)
1903                 {
1904                         other = first;
1905                         while(other && DIFF_TEAM(other, self))
1906                                 other = other.chain;
1907                         if(other == self.enemy)
1908                                 return true;
1909                 }
1910         }
1911         else
1912         {
1913                 if(other.chain)
1914                         other = other.chain;
1915                 else
1916                         other = first;
1917         }
1918         SetSpectator(self, other);
1919         return SpectateSet();
1920 }
1921
1922 /*
1923 =============
1924 ShowRespawnCountdown()
1925
1926 Update a respawn countdown display.
1927 =============
1928 */
1929 void ShowRespawnCountdown()
1930 {SELFPARAM();
1931         float number;
1932         if(self.deadflag == DEAD_NO) // just respawned?
1933                 return;
1934         else
1935         {
1936                 number = ceil(self.respawn_time - time);
1937                 if(number <= 0)
1938                         return;
1939                 if(number <= self.respawn_countdown)
1940                 {
1941                         self.respawn_countdown = number - 1;
1942                         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
1943                                 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1944                 }
1945         }
1946 }
1947
1948 void LeaveSpectatorMode()
1949 {SELFPARAM();
1950         if(self.caplayer)
1951                 return;
1952         if(nJoinAllowed(self))
1953         {
1954                 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1955                 {
1956                         self.classname = "player";
1957                         nades_RemoveBonus(self);
1958
1959                         if(autocvar_g_campaign || autocvar_g_balance_teams)
1960                                 { JoinBestTeam(self, false, true); }
1961
1962                         if(autocvar_g_campaign)
1963                                 { campaign_bots_may_start = 1; }
1964
1965                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
1966
1967                         PutClientInServer();
1968
1969                         if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
1970                 }
1971                 else
1972                         stuffcmd(self, "menu_showteamselect\n");
1973         }
1974         else
1975         {
1976                 // Player may not join because g_maxplayers is set
1977                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
1978         }
1979 }
1980
1981 /**
1982  * Determines whether the player is allowed to join. This depends on cvar
1983  * g_maxplayers, if it isn't used this function always return true, otherwise
1984  * it checks whether the number of currently playing players exceeds g_maxplayers.
1985  * @return int number of free slots for players, 0 if none
1986  */
1987 float nJoinAllowed(entity ignore)
1988 {SELFPARAM();
1989         if(!ignore)
1990         // this is called that way when checking if anyone may be able to join (to build qcstatus)
1991         // so report 0 free slots if restricted
1992         {
1993                 if(autocvar_g_forced_team_otherwise == "spectate")
1994                         return 0;
1995                 if(autocvar_g_forced_team_otherwise == "spectator")
1996                         return 0;
1997         }
1998
1999         if(self.team_forced < 0)
2000                 return 0; // forced spectators can never join
2001
2002         // TODO simplify this
2003         entity e;
2004         float totalClients = 0;
2005         FOR_EACH_CLIENT(e)
2006                 if(e != ignore)
2007                         totalClients += 1;
2008
2009         if (!autocvar_g_maxplayers)
2010                 return maxclients - totalClients;
2011
2012         float currentlyPlaying = 0;
2013         FOR_EACH_REALCLIENT(e)
2014                 if(IS_PLAYER(e) || e.caplayer)
2015                         currentlyPlaying += 1;
2016
2017         if(currentlyPlaying < autocvar_g_maxplayers)
2018                 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2019
2020         return 0;
2021 }
2022
2023 /**
2024  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2025  * g_maxplayers_spectator_blocktime seconds
2026  */
2027 void checkSpectatorBlock()
2028 {SELFPARAM();
2029         if(IS_SPEC(self) || IS_OBSERVER(self))
2030         if(!self.caplayer)
2031         if(IS_REAL_CLIENT(self))
2032         {
2033                 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2034                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2035                         dropclient(self);
2036                 }
2037         }
2038 }
2039
2040 void PrintWelcomeMessage()
2041 {SELFPARAM();
2042         if(self.motd_actived_time == 0)
2043         {
2044                 if (autocvar_g_campaign) {
2045                         if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
2046                                 self.motd_actived_time = time;
2047                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
2048                         }
2049                 } else {
2050                         if (self.BUTTON_INFO) {
2051                                 self.motd_actived_time = time;
2052                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2053                         }
2054                 }
2055         }
2056         else if(self.motd_actived_time > 0) // showing MOTD or campaign message
2057         {
2058                 if (autocvar_g_campaign) {
2059                         if (self.BUTTON_INFO)
2060                                 self.motd_actived_time = time;
2061                         else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
2062                                 self.motd_actived_time = 0;
2063                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2064                         }
2065                 } else {
2066                         if (self.BUTTON_INFO)
2067                                 self.motd_actived_time = time;
2068                         else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2069                                 self.motd_actived_time = 0;
2070                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2071                         }
2072                 }
2073         }
2074         else //if(self.motd_actived_time < 0) // just connected, motd is active
2075         {
2076                 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
2077                         self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2078                 else if(self.motd_actived_time == -2 || IS_PLAYER(self))
2079                 {
2080                         // instanctly hide MOTD
2081                         self.motd_actived_time = 0;
2082                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2083                 }
2084         }
2085 }
2086
2087 void ObserverThink()
2088 {SELFPARAM();
2089         if ( self.impulse )
2090         {
2091                 MinigameImpulse(self.impulse);
2092                 self.impulse = 0;
2093         }
2094         float prefered_movetype;
2095         if (self.flags & FL_JUMPRELEASED) {
2096                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2097                         self.flags &= ~FL_JUMPRELEASED;
2098                         self.flags |= FL_SPAWNING;
2099                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2100                         self.flags &= ~FL_JUMPRELEASED;
2101                         if(SpectateNext()) {
2102                                 self.classname = "spectator";
2103                         }
2104                 } else {
2105                         prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2106                         if (self.movetype != prefered_movetype)
2107                                 self.movetype = prefered_movetype;
2108                 }
2109         } else {
2110                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2111                         self.flags |= FL_JUMPRELEASED;
2112                         if(self.flags & FL_SPAWNING)
2113                         {
2114                                 self.flags &= ~FL_SPAWNING;
2115                                 LeaveSpectatorMode();
2116                                 return;
2117                         }
2118                 }
2119         }
2120 }
2121
2122 void SpectatorThink()
2123 {SELFPARAM();
2124         if ( self.impulse )
2125         {
2126                 if(MinigameImpulse(self.impulse))
2127                         self.impulse = 0;
2128         }
2129         if (self.flags & FL_JUMPRELEASED) {
2130                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2131                         self.flags &= ~FL_JUMPRELEASED;
2132                         self.flags |= FL_SPAWNING;
2133                 } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
2134                         self.flags &= ~FL_JUMPRELEASED;
2135                         if(SpectateNext()) {
2136                                 self.classname = "spectator";
2137                         } else {
2138                                 self.classname = "observer";
2139                                 PutClientInServer();
2140                         }
2141                         self.impulse = 0;
2142                 } else if(self.impulse == 12 || self.impulse == 16  || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
2143                         self.flags &= ~FL_JUMPRELEASED;
2144                         if(SpectatePrev()) {
2145                                 self.classname = "spectator";
2146                         } else {
2147                                 self.classname = "observer";
2148                                 PutClientInServer();
2149                         }
2150                         self.impulse = 0;
2151                 } else if (self.BUTTON_ATCK2) {
2152                         self.flags &= ~FL_JUMPRELEASED;
2153                         self.classname = "observer";
2154                         PutClientInServer();
2155                 } else {
2156                         if(!SpectateUpdate())
2157                                 PutObserverInServer();
2158                 }
2159         } else {
2160                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2161                         self.flags |= FL_JUMPRELEASED;
2162                         if(self.flags & FL_SPAWNING)
2163                         {
2164                                 self.flags &= ~FL_SPAWNING;
2165                                 LeaveSpectatorMode();
2166                                 return;
2167                         }
2168                 }
2169                 if(!SpectateUpdate())
2170                         PutObserverInServer();
2171         }
2172
2173         self.flags |= FL_CLIENT | FL_NOTARGET;
2174 }
2175
2176 void vehicles_enter (entity pl, entity veh);
2177 void PlayerUseKey()
2178 {SELFPARAM();
2179         if (!IS_PLAYER(self))
2180                 return;
2181
2182         if(self.vehicle)
2183         {
2184                 if(!gameover)
2185                 {
2186                         vehicles_exit(VHEF_NORMAL);
2187                         return;
2188                 }
2189         }
2190         else if(autocvar_g_vehicles_enter)
2191         {
2192                 if(!self.frozen)
2193                 if(self.deadflag == DEAD_NO)
2194                 if(!gameover)
2195                 {
2196                         entity head, closest_target = world;
2197                         head = WarpZone_FindRadius(self.origin, autocvar_g_vehicles_enter_radius, TRUE);
2198
2199                         while(head) // find the closest acceptable target to enter
2200                         {
2201                                 if(head.vehicle_flags & VHF_ISVEHICLE)
2202                                 if(head.deadflag == DEAD_NO)
2203                                 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, self)))
2204                                 if(head.takedamage != DAMAGE_NO)
2205                                 {
2206                                         if(closest_target)
2207                                         {
2208                                                 if(vlen(self.origin - head.origin) < vlen(self.origin - closest_target.origin))
2209                                                 { closest_target = head; }
2210                                         }
2211                                         else { closest_target = head; }
2212                                 }
2213
2214                                 head = head.chain;
2215                         }
2216
2217                         if(closest_target) { vehicles_enter(self, closest_target); return; }
2218                 }
2219         }
2220
2221         // a use key was pressed; call handlers
2222         MUTATOR_CALLHOOK(PlayerUseKey);
2223 }
2224
2225 float isInvisibleString(string s)
2226 {
2227         float i, n, c;
2228         s = strdecolorize(s);
2229         for((i = 0), (n = strlen(s)); i < n; ++i)
2230         {
2231                 c = str2chr(s, i);
2232                 switch(c)
2233                 {
2234                         case 0:
2235                         case 32: // space
2236                                 break;
2237                         case 192: // charmap space
2238                                 if (!autocvar_utf8_enable)
2239                                         break;
2240                                 return false;
2241                         case 160: // space in unicode fonts
2242                         case 0xE000 + 192: // utf8 charmap space
2243                                 if (autocvar_utf8_enable)
2244                                         break;
2245                         default:
2246                                 return false;
2247                 }
2248         }
2249         return true;
2250 }
2251
2252 /*
2253 =============
2254 PlayerPreThink
2255
2256 Called every frame for each client before the physics are run
2257 =============
2258 */
2259 .float usekeypressed;
2260 void() nexball_setstatus;
2261 .float last_vehiclecheck;
2262 .int items_added;
2263 void PlayerPreThink (void)
2264 {SELFPARAM();
2265         WarpZone_PlayerPhysics_FixVAngle();
2266
2267         self.stat_game_starttime = game_starttime;
2268         self.stat_round_starttime = round_starttime;
2269         self.stat_allow_oldvortexbeam = autocvar_g_allow_oldvortexbeam;
2270         self.stat_leadlimit = autocvar_leadlimit;
2271
2272         self.weaponsinmap = weaponsInMap;
2273
2274         if(frametime)
2275         {
2276                 // physics frames: update anticheat stuff
2277                 anticheat_prethink();
2278         }
2279
2280         if(blockSpectators && frametime)
2281                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2282                 checkSpectatorBlock();
2283
2284         zoomstate_set = 0;
2285
2286         // Savage: Check for nameless players
2287         if (isInvisibleString(self.netname)) {
2288                 string new_name = strzone(strcat("Player@", ftos(self.playerid)));
2289                 if(autocvar_sv_eventlog)
2290                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", new_name));
2291                 if(self.netname_previous)
2292                         strunzone(self.netname_previous);
2293                 self.netname_previous = strzone(new_name);
2294                 self.netname = self.netname_previous;
2295                 // stuffcmd(self, strcat("name ", self.netname, "\n"));
2296         } else if(self.netname_previous != self.netname) {
2297                 if(autocvar_sv_eventlog)
2298                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2299                 if(self.netname_previous)
2300                         strunzone(self.netname_previous);
2301                 self.netname_previous = strzone(self.netname);
2302         }
2303
2304         // version nagging
2305         if(self.version_nagtime)
2306                 if(self.cvar_g_xonoticversion)
2307                         if(time > self.version_nagtime)
2308                         {
2309                                 // don't notify git users
2310                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2311                                 {
2312                                         if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2313                                         {
2314                                                 // notify release users if connecting to git
2315                                                 LOG_TRACE("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2316                                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2317                                         }
2318                                         else
2319                                         {
2320                                                 float r;
2321                                                 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2322                                                 if(r < 0)
2323                                                 {
2324                                                         // give users new version
2325                                                         LOG_TRACE("^1NOTE^7 to ", self.netname, "^7 - ^3Xonotic ", autocvar_g_xonoticversion, "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.org/^1!\n");
2326                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2327                                                 }
2328                                                 else if(r > 0)
2329                                                 {
2330                                                         // notify users about old server version
2331                                                         LOG_INFO("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2332                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2333                                                 }
2334                                         }
2335                                 }
2336                                 self.version_nagtime = 0;
2337                         }
2338
2339         // GOD MODE info
2340         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2341         {
2342                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2343                 self.max_armorvalue = 0;
2344         }
2345
2346         if(self.frozen == 2)
2347         {
2348                 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
2349                 self.health = max(1, self.revive_progress * start_health);
2350                 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
2351
2352                 if(self.revive_progress >= 1)
2353                         Unfreeze(self);
2354         }
2355         else if(self.frozen == 3)
2356         {
2357                 self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1);
2358                 self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress );
2359
2360                 if(self.health < 1)
2361                 {
2362                         if(self.vehicle)
2363                                 vehicles_exit(VHEF_RELEASE);
2364                         self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE, self.origin, '0 0 0');
2365                 }
2366                 else if ( self.revive_progress <= 0 )
2367                         Unfreeze(self);
2368         }
2369
2370         MUTATOR_CALLHOOK(PlayerPreThink);
2371
2372         if(autocvar_g_vehicles_enter)
2373         if(time > self.last_vehiclecheck)
2374         if(IS_PLAYER(self))
2375         if(!gameover)
2376         if(!self.frozen)
2377         if(!self.vehicle)
2378         if(self.deadflag == DEAD_NO)
2379         {
2380                 entity veh;
2381                 for(veh = world; (veh = findflags(veh, vehicle_flags, VHF_ISVEHICLE)); )
2382                 if(vlen(veh.origin - self.origin) < autocvar_g_vehicles_enter_radius)
2383                 if(veh.deadflag == DEAD_NO)
2384                 if(veh.takedamage != DAMAGE_NO)
2385                 if((veh.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(veh.owner, self))
2386                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2387                 else if(!veh.owner)
2388                 if(!veh.team || SAME_TEAM(self, veh))
2389                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER);
2390                 else if(autocvar_g_vehicles_steal)
2391                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2392
2393                 self.last_vehiclecheck = time + 1;
2394         }
2395
2396         if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2397         {
2398                 if(self.BUTTON_USE && !self.usekeypressed)
2399                         PlayerUseKey();
2400                 self.usekeypressed = self.BUTTON_USE;
2401         }
2402
2403         if(IS_REAL_CLIENT(self))
2404                 PrintWelcomeMessage();
2405
2406         if(IS_PLAYER(self))
2407         {
2408
2409                 CheckRules_Player();
2410
2411                 if (intermission_running)
2412                 {
2413                         IntermissionThink ();   // otherwise a button could be missed between
2414                         return;                                 // the think tics
2415                 }
2416
2417                 //don't allow the player to turn around while game is paused!
2418                 if(timeout_status == TIMEOUT_ACTIVE) {
2419                         // FIXME turn this into CSQC stuff
2420                         self.v_angle = self.lastV_angle;
2421                         self.angles = self.lastV_angle;
2422                         self.fixangle = true;
2423                 }
2424
2425                 if(frametime)
2426                 {
2427                         if(self.weapon == WEP_VORTEX.m_id && WEP_CVAR(vortex, charge))
2428                         {
2429                                 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));
2430                                 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));
2431                                 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));
2432
2433                                 if(self.vortex_charge > WEP_CVAR(vortex, charge_animlimit))
2434                                 {
2435                                         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));
2436                                         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));
2437                                         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));
2438                                 }
2439                         }
2440                         else
2441                                 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, true) * 2;
2442
2443                         player_powerups();
2444                 }
2445
2446                 if (self.deadflag != DEAD_NO)
2447                 {
2448                         if(self.personal && g_race_qualifying)
2449                         {
2450                                 if(time > self.respawn_time)
2451                                 {
2452                                         self.respawn_time = time + 1; // only retry once a second
2453                                         self.stat_respawn_time = self.respawn_time;
2454                                         respawn();
2455                                         self.impulse = 141;
2456                                 }
2457                         }
2458                         else
2459                         {
2460                                 float button_pressed;
2461                                 if(frametime)
2462                                         player_anim();
2463                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2464
2465                                 if (self.deadflag == DEAD_DYING)
2466                                 {
2467                                         if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2468                                                 self.deadflag = DEAD_RESPAWNING;
2469                                         else if(!button_pressed)
2470                                                 self.deadflag = DEAD_DEAD;
2471                                 }
2472                                 else if (self.deadflag == DEAD_DEAD)
2473                                 {
2474                                         if(button_pressed)
2475                                                 self.deadflag = DEAD_RESPAWNABLE;
2476                                         else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2477                                                 self.deadflag = DEAD_RESPAWNING;
2478                                 }
2479                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2480                                 {
2481                                         if(!button_pressed)
2482                                                 self.deadflag = DEAD_RESPAWNING;
2483                                 }
2484                                 else if (self.deadflag == DEAD_RESPAWNING)
2485                                 {
2486                                         if(time > self.respawn_time)
2487                                         {
2488                                                 self.respawn_time = time + 1; // only retry once a second
2489                                                 self.respawn_time_max = self.respawn_time;
2490                                                 respawn();
2491                                         }
2492                                 }
2493
2494                                 ShowRespawnCountdown();
2495
2496                                 if(self.respawn_flags & RESPAWN_SILENT)
2497                                         self.stat_respawn_time = 0;
2498                                 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2499                                         self.stat_respawn_time = self.respawn_time_max;
2500                                 else
2501                                         self.stat_respawn_time = self.respawn_time;
2502                         }
2503
2504                         // if respawning, invert stat_respawn_time to indicate this, the client translates it
2505                         if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2506                                 self.stat_respawn_time *= -1;
2507
2508                         return;
2509                 }
2510
2511                 self.prevorigin = self.origin;
2512
2513                 float do_crouch = self.BUTTON_CROUCH;
2514                 if(self.hook.state)
2515                         do_crouch = 0;
2516                 if(self.vehicle)
2517                         do_crouch = 0;
2518                 if(self.frozen)
2519                         do_crouch = 0;
2520
2521                 // WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
2522                 // It cannot be predicted by the engine!
2523                 if((self.weapon == WEP_SHOCKWAVE.m_id || self.weapon == WEP_SHOTGUN.m_id) && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2524                         do_crouch = 0;
2525
2526                 if (do_crouch)
2527                 {
2528                         if (!self.crouch)
2529                         {
2530                                 self.crouch = true;
2531                                 self.view_ofs = self.stat_pl_crouch_view_ofs;
2532                                 setsize (self, self.stat_pl_crouch_min, self.stat_pl_crouch_max);
2533                                 // setanim(self, self.anim_duck, false, true, true); // this anim is BROKEN anyway
2534                         }
2535                 }
2536                 else
2537                 {
2538                         if (self.crouch)
2539                         {
2540                                 tracebox(self.origin, self.stat_pl_min, self.stat_pl_max, self.origin, false, self);
2541                                 if (!trace_startsolid)
2542                                 {
2543                                         self.crouch = false;
2544                                         self.view_ofs = self.stat_pl_view_ofs;
2545                                         setsize (self, self.stat_pl_min, self.stat_pl_max);
2546                                 }
2547                         }
2548                 }
2549
2550                 FixPlayermodel();
2551
2552                 GrapplingHookFrame();
2553
2554                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2555                 //if(frametime)
2556                 {
2557                         self.items &= ~self.items_added;
2558
2559                         W_WeaponFrame();
2560
2561                         self.items_added = 0;
2562                         if(self.items & ITEM_Jetpack.m_itemid)
2563                                 if(self.items & ITEM_JetpackRegen.m_itemid || self.ammo_fuel >= 0.01)
2564                                         self.items_added |= IT_FUEL;
2565
2566                         self.items |= self.items_added;
2567                 }
2568
2569                 player_regen();
2570
2571                 // WEAPONTODO: Add a weapon request for this
2572                 // rot vortex charge to the charge limit
2573                 if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
2574                         self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2575
2576                 if(frametime)
2577                         player_anim();
2578
2579                 // secret status
2580                 secrets_setstatus();
2581
2582                 // monsters status
2583                 monsters_setstatus();
2584
2585                 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2586
2587                 //self.angles_y=self.v_angle_y + 90;   // temp
2588         } else if(gameover) {
2589                 if (intermission_running)
2590                         IntermissionThink ();   // otherwise a button could be missed between
2591                 return;
2592         } else if(IS_OBSERVER(self)) {
2593                 ObserverThink();
2594         } else if(IS_SPEC(self)) {
2595                 SpectatorThink();
2596         }
2597
2598         // WEAPONTODO: Add weapon request for this
2599         if(!zoomstate_set)
2600                 SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_VORTEX.m_id) || (self.BUTTON_ATCK2 && self.weapon == WEP_RIFLE.m_id && WEP_CVAR(rifle, secondary) == 0)); // WEAPONTODO
2601
2602         float oldspectatee_status;
2603         oldspectatee_status = self.spectatee_status;
2604         if(IS_SPEC(self))
2605                 self.spectatee_status = num_for_edict(self.enemy);
2606         else if(IS_OBSERVER(self))
2607                 self.spectatee_status = num_for_edict(self);
2608         else
2609                 self.spectatee_status = 0;
2610         if(self.spectatee_status != oldspectatee_status)
2611         {
2612                 ClientData_Touch(self);
2613         }
2614
2615         if(self.teamkill_soundtime)
2616         if(time > self.teamkill_soundtime)
2617         {
2618                 self.teamkill_soundtime = 0;
2619
2620                 entity oldself = self;
2621                 setself(self.teamkill_soundsource);
2622                 entity oldpusher = self.pusher;
2623                 self.pusher = oldself;
2624
2625                 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2626
2627                 self.pusher = oldpusher;
2628                 setself(oldself);
2629         }
2630
2631         if(self.taunt_soundtime)
2632         if(time > self.taunt_soundtime)
2633         {
2634                 self.taunt_soundtime = 0;
2635                 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2636         }
2637
2638         target_voicescript_next(self);
2639
2640         // WEAPONTODO: Move into weaponsystem somehow
2641         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2642         if(!self.weapon)
2643                 self.clip_load = self.clip_size = 0;
2644 }
2645
2646 /*
2647 =============
2648 PlayerPostThink
2649
2650 Called every frame for each client after the physics are run
2651 =============
2652 */
2653 .float idlekick_lasttimeleft;
2654 void PlayerPostThink (void)
2655 {SELFPARAM();
2656         if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2657         if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2658         {
2659                 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2660                 {
2661                         if(self.idlekick_lasttimeleft)
2662                         {
2663                                 self.idlekick_lasttimeleft = 0;
2664                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2665                         }
2666                 }
2667                 else
2668                 {
2669                         float timeleft;
2670                         timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2671                         if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2672                         {
2673                                 if(!self.idlekick_lasttimeleft)
2674                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2675                         }
2676                         if(timeleft <= 0)
2677                         {
2678                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2679                                 dropclient(self);
2680                                 return;
2681                         }
2682                         else if(timeleft <= 10)
2683                         {
2684                                 if(timeleft != self.idlekick_lasttimeleft)
2685                                         { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2686                                 self.idlekick_lasttimeleft = timeleft;
2687                         }
2688                 }
2689         }
2690
2691         CheatFrame();
2692
2693         //CheckPlayerJump();
2694
2695         if(IS_PLAYER(self)) {
2696                 CheckRules_Player();
2697                 UpdateChatBubble();
2698                 if (self.impulse)
2699                         ImpulseCommands();
2700                 if (intermission_running)
2701                         return;         // intermission or finale
2702                 GetPressedKeys();
2703         }
2704
2705         /*
2706         float i;
2707         for(i = 0; i < 1000; ++i)
2708         {
2709                 vector end;
2710                 end = self.origin + '0 0 1024' + 512 * randomvec();
2711                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2712                 if(trace_fraction < 1)
2713                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2714                 {
2715                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2716                         break;
2717                 }
2718         }
2719         */
2720
2721         if(self.waypointsprite_attachedforcarrier)
2722                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON));
2723
2724         playerdemo_write();
2725
2726         CSQCMODEL_AUTOUPDATE(self);
2727 }