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