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