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