]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/cl_client.qc
Merge branch 'master' into Mario/use1
[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(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         this.think = 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(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                 this.think = 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);
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();
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();
674         MUTATOR_CALLHOOK(Ent_Init);
675 }
676 void ClientInit_misc()
677 {
678     SELFPARAM();
679         int channel = MSG_ONE;
680         WriteHeader(channel, ENT_CLIENT_INIT);
681         WriteByte(channel, g_nexball_meter_period * 32);
682         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
683         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
684         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
685         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
686         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
687         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
688         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
689         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
690
691         if(sv_foginterval && world.fog != "")
692                 WriteString(channel, world.fog);
693         else
694                 WriteString(channel, "");
695         WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
696         WriteByte(channel, serverflags); // client has to know if it should zoom or not
697         WriteCoord(channel, autocvar_g_trueaim_minrange);
698 }
699
700 void ClientInit_CheckUpdate()
701 {SELFPARAM();
702         this.nextthink = time;
703         if(this.count != autocvar_g_balance_armor_blockpercent)
704         {
705                 this.count = autocvar_g_balance_armor_blockpercent;
706                 this.SendFlags |= 1;
707         }
708 }
709
710 void ClientInit_Spawn()
711 {SELFPARAM();
712
713         entity e = new_pure(clientinit);
714         e.think = ClientInit_CheckUpdate;
715         Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
716
717         WITHSELF(e, ClientInit_CheckUpdate());
718 }
719
720 /*
721 =============
722 SetNewParms
723 =============
724 */
725 void SetNewParms ()
726 {
727         // initialize parms for a new player
728         parm1 = -(86400 * 366);
729
730         MUTATOR_CALLHOOK(SetNewParms);
731 }
732
733 /*
734 =============
735 SetChangeParms
736 =============
737 */
738 void SetChangeParms ()
739 {SELFPARAM();
740         // save parms for level change
741         parm1 = this.parm_idlesince - time;
742
743         MUTATOR_CALLHOOK(SetChangeParms);
744 }
745
746 /*
747 =============
748 DecodeLevelParms
749 =============
750 */
751 void DecodeLevelParms(entity this)
752 {
753         // load parms
754         this.parm_idlesince = parm1;
755         if (this.parm_idlesince == -(86400 * 366))
756                 this.parm_idlesince = time;
757
758         // whatever happens, allow 60 seconds of idling directly after connect for map loading
759         this.parm_idlesince = max(this.parm_idlesince, time - sv_maxidle + 60);
760
761         MUTATOR_CALLHOOK(DecodeLevelParms);
762 }
763
764 /*
765 =============
766 ClientKill
767
768 Called when a client types 'kill' in the console
769 =============
770 */
771
772 .float clientkill_nexttime;
773 void ClientKill_Now_TeamChange(entity this)
774 {
775         if(this.killindicator_teamchange == -1)
776         {
777                 JoinBestTeam( this, false, true );
778         }
779         else if(this.killindicator_teamchange == -2)
780         {
781                 if(blockSpectators)
782                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
783                 WITHSELF(this, PutObserverInServer());
784         }
785         else
786                 WITHSELF(this, SV_ChangeTeam(this.killindicator_teamchange - 1));
787         this.killindicator_teamchange = 0;
788 }
789
790 void ClientKill_Now()
791 {SELFPARAM();
792         if(this.vehicle)
793         {
794             vehicles_exit(VHEF_RELEASE);
795             if(!this.killindicator_teamchange)
796             {
797             this.vehicle_health = -1;
798             Damage(this, this, this, 1 , DEATH_KILL.m_id, this.origin, '0 0 0');
799             }
800         }
801
802         if(this.killindicator && !wasfreed(this.killindicator))
803                 remove(this.killindicator);
804
805         this.killindicator = world;
806
807         if(this.killindicator_teamchange)
808                 ClientKill_Now_TeamChange(this);
809
810         if(IS_PLAYER(this))
811                 Damage(this, this, this, 100000, DEATH_KILL.m_id, this.origin, '0 0 0');
812
813         // now I am sure the player IS dead
814 }
815 void KillIndicator_Think()
816 {SELFPARAM();
817         if (gameover)
818         {
819                 this.owner.killindicator = world;
820                 remove(this);
821                 return;
822         }
823
824         if (this.owner.alpha < 0 && !this.owner.vehicle)
825         {
826                 this.owner.killindicator = world;
827                 remove(this);
828                 return;
829         }
830
831         if(this.cnt <= 0)
832         {
833                 WITHSELF(this.owner, ClientKill_Now());
834                 return;
835         }
836     else if(g_cts && this.health == 1) // health == 1 means that it's silent
837     {
838         this.nextthink = time + 1;
839         this.cnt -= 1;
840     }
841         else
842         {
843                 if(this.cnt <= 10)
844                         setmodel(this, MDL_NUM(this.cnt));
845                 if(IS_REAL_CLIENT(this.owner))
846                 {
847                         if(this.cnt <= 10)
848                                 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
849                 }
850                 this.nextthink = time + 1;
851                 this.cnt -= 1;
852         }
853 }
854
855 float clientkilltime;
856 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
857 {SELFPARAM();
858         float killtime;
859         float starttime;
860         entity e;
861
862         if (gameover)
863                 return;
864
865         killtime = autocvar_g_balance_kill_delay;
866
867         if(g_race_qualifying || g_cts)
868                 killtime = 0;
869
870     if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
871         return;
872
873         this.killindicator_teamchange = targetteam;
874
875     if(!this.killindicator)
876         {
877                 if(!IS_DEAD(this))
878                 {
879                         killtime = max(killtime, this.clientkill_nexttime - time);
880                         this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
881                 }
882
883                 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
884                 {
885                         ClientKill_Now();
886                 }
887                 else
888                 {
889                         starttime = max(time, clientkilltime);
890
891                         this.killindicator = spawn();
892                         this.killindicator.owner = this;
893                         this.killindicator.scale = 0.5;
894                         setattachment(this.killindicator, this, "");
895                         setorigin(this.killindicator, '0 0 52');
896                         this.killindicator.think = KillIndicator_Think;
897                         this.killindicator.nextthink = starttime + (this.lip) * 0.05;
898                         clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
899                         this.killindicator.cnt = ceil(killtime);
900                         this.killindicator.count = bound(0, ceil(killtime), 10);
901                         //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
902
903                         for(e = world; (e = find(e, classname, "body")) != world; )
904                         {
905                                 if(e.enemy != this)
906                                         continue;
907                                 e.killindicator = spawn();
908                                 e.killindicator.owner = e;
909                                 e.killindicator.scale = 0.5;
910                                 setattachment(e.killindicator, e, "");
911                                 setorigin(e.killindicator, '0 0 52');
912                                 e.killindicator.think = KillIndicator_Think;
913                                 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
914                                 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
915                                 e.killindicator.cnt = ceil(killtime);
916                         }
917                         this.lip = 0;
918                 }
919         }
920         if(this.killindicator)
921         {
922                 if(targetteam == 0) // just die
923                 {
924                         this.killindicator.colormod = '0 0 0';
925                         if(IS_REAL_CLIENT(this))
926                         if(this.killindicator.cnt > 0)
927                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
928                 }
929                 else if(targetteam == -1) // auto
930                 {
931                         this.killindicator.colormod = '0 1 0';
932                         if(IS_REAL_CLIENT(this))
933                         if(this.killindicator.cnt > 0)
934                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
935                 }
936                 else if(targetteam == -2) // spectate
937                 {
938                         this.killindicator.colormod = '0.5 0.5 0.5';
939                         if(IS_REAL_CLIENT(this))
940                         if(this.killindicator.cnt > 0)
941                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
942                 }
943                 else
944                 {
945                         this.killindicator.colormod = Team_ColorRGB(targetteam);
946                         if(IS_REAL_CLIENT(this))
947                         if(this.killindicator.cnt > 0)
948                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
949                 }
950         }
951
952 }
953
954 void ClientKill ()
955 {SELFPARAM();
956         if(gameover) return;
957         if(this.player_blocked) return;
958         if(STAT(FROZEN, this)) return;
959
960         ClientKill_TeamChange(0);
961 }
962
963 void FixClientCvars(entity e)
964 {
965         // send prediction settings to the client
966         stuffcmd(e, "\nin_bindmap 0 0\n");
967         if(autocvar_g_antilag == 3) // client side hitscan
968                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
969         if(autocvar_sv_gentle)
970                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
971
972         MUTATOR_CALLHOOK(FixClientCvars, e);
973 }
974
975 float PlayerInIDList(entity p, string idlist)
976 {
977         float n, i;
978         string s;
979
980         // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
981         if (!p.crypto_idfp)
982                 return 0;
983
984         // this function allows abbreviated player IDs too!
985         n = tokenize_console(idlist);
986         for(i = 0; i < n; ++i)
987         {
988                 s = argv(i);
989                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
990                         return 1;
991         }
992
993         return 0;
994 }
995
996 #ifdef DP_EXT_PRECONNECT
997 /*
998 =============
999 ClientPreConnect
1000
1001 Called once (not at each match start) when a client begins a connection to the server
1002 =============
1003 */
1004 void ClientPreConnect ()
1005 {SELFPARAM();
1006         if(autocvar_sv_eventlog)
1007         {
1008                 GameLogEcho(sprintf(":connect:%d:%d:%s",
1009                         this.playerid,
1010                         etof(this),
1011                         ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1012                 ));
1013         }
1014 }
1015 #endif
1016
1017 /**
1018 =============
1019 ClientConnect
1020
1021 Called when a client connects to the server
1022 =============
1023 */
1024 void ClientConnect()
1025 {
1026         SELFPARAM();
1027         if (Ban_MaybeEnforceBanOnce(this)) return;
1028         assert(!IS_CLIENT(this), return);
1029         this.flags |= FL_CLIENT;
1030         assert(player_count >= 0, player_count = 0);
1031
1032 #ifdef WATERMARK
1033         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1034 #endif
1035         this.version_nagtime = time + 10 + random() * 10;
1036         TRANSMUTE(Client, this);
1037
1038         // identify the right forced team
1039         if (autocvar_g_campaign)
1040         {
1041                 if (IS_REAL_CLIENT(this)) // only players, not bots
1042                 {
1043                         switch (autocvar_g_campaign_forceteam)
1044                         {
1045                                 case 1: this.team_forced = NUM_TEAM_1; break;
1046                                 case 2: this.team_forced = NUM_TEAM_2; break;
1047                                 case 3: this.team_forced = NUM_TEAM_3; break;
1048                                 case 4: this.team_forced = NUM_TEAM_4; break;
1049                                 default: this.team_forced = 0;
1050                         }
1051                 }
1052         }
1053         else if (PlayerInIDList(this, autocvar_g_forced_team_red))    this.team_forced = NUM_TEAM_1;
1054         else if (PlayerInIDList(this, autocvar_g_forced_team_blue))   this.team_forced = NUM_TEAM_2;
1055         else if (PlayerInIDList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1056         else if (PlayerInIDList(this, autocvar_g_forced_team_pink))   this.team_forced = NUM_TEAM_4;
1057         else switch (autocvar_g_forced_team_otherwise)
1058         {
1059                 default: this.team_forced = 0; break;
1060                 case "red": this.team_forced = NUM_TEAM_1; break;
1061                 case "blue": this.team_forced = NUM_TEAM_2; break;
1062                 case "yellow": this.team_forced = NUM_TEAM_3; break;
1063                 case "pink": this.team_forced = NUM_TEAM_4; break;
1064                 case "spectate":
1065                 case "spectator":
1066                         this.team_forced = -1;
1067                         break;
1068         }
1069         if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1070
1071     {
1072         int id = this.playerid;
1073         this.playerid = 0; // silent
1074             JoinBestTeam(this, false, false); // if the team number is valid, keep it
1075             this.playerid = id;
1076     }
1077
1078         if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
1079                 TRANSMUTE(Observer, this);
1080         } else {
1081                 if (!teamplay || autocvar_g_balance_teams) {
1082                         TRANSMUTE(Player, this);
1083                         campaign_bots_may_start = true;
1084                 } else {
1085                         TRANSMUTE(Observer, this); // do it anyway
1086                 }
1087         }
1088
1089         PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1090
1091         // always track bots, don't ask for cl_allow_uidtracking
1092     if (IS_BOT_CLIENT(this)) PlayerStats_GameReport_AddPlayer(this);
1093
1094         if (autocvar_sv_eventlog)
1095                 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", this.netname));
1096
1097         LogTeamchange(this.playerid, this.team, 1);
1098
1099         this.just_joined = true;  // stop spamming the eventlog with additional lines when the client connects
1100
1101         this.netname_previous = strzone(this.netname);
1102
1103         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, ((teamplay && IS_PLAYER(this)) ? APP_TEAM_ENT(this, INFO_JOIN_CONNECT_TEAM) : INFO_JOIN_CONNECT), this.netname);
1104
1105         stuffcmd(this, clientstuff, "\n");
1106         stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1107
1108         FixClientCvars(this);
1109
1110         // get version info from player
1111         stuffcmd(this, "cmd clientversion $gameversion\n");
1112
1113         // notify about available teams
1114         if (teamplay)
1115         {
1116                 CheckAllowedTeams(this);
1117                 int t = 0;
1118                 if (c1 >= 0) t |= BIT(0);
1119                 if (c2 >= 0) t |= BIT(1);
1120                 if (c3 >= 0) t |= BIT(2);
1121                 if (c4 >= 0) t |= BIT(3);
1122                 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1123         }
1124         else
1125         {
1126                 stuffcmd(this, "set _teams_available 0\n");
1127         }
1128
1129         bot_relinkplayerlist();
1130
1131         this.spectatortime = time;
1132         if (blockSpectators)
1133         {
1134                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1135         }
1136
1137         this.jointime = time;
1138         this.allowed_timeouts = autocvar_sv_timeout_number;
1139
1140         if (IS_REAL_CLIENT(this))
1141         {
1142                 if (!autocvar_g_campaign)
1143                 {
1144                         this.motd_actived_time = -1;
1145                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1146                 }
1147
1148                 if (g_weaponarena_weapons == WEPSET(TUBA))
1149                         stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1150         }
1151
1152         if (!sv_foginterval && world.fog != "")
1153                 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1154
1155         if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)))
1156                 if (!g_ca && !g_cts && !g_race) // teamnagger is currently bad for ca, race & cts
1157                         send_CSQC_teamnagger();
1158
1159         CSQCMODEL_AUTOINIT(this);
1160
1161         this.model_randomizer = random();
1162
1163         if (IS_REAL_CLIENT(this))
1164                 sv_notice_join(this);
1165
1166         FOREACH_ENTITY_FLOAT(init_for_player_needed, true, {
1167                 WITHSELF(it, it.init_for_player(it));
1168         });
1169
1170         MUTATOR_CALLHOOK(ClientConnect, this);
1171 }
1172 /*
1173 =============
1174 ClientDisconnect
1175
1176 Called when a client disconnects from the server
1177 =============
1178 */
1179 .entity chatbubbleentity;
1180 void ReadyCount();
1181 void ClientDisconnect()
1182 {
1183         SELFPARAM();
1184         assert(IS_CLIENT(this), return);
1185
1186         PlayerStats_GameReport_FinalizePlayer(this);
1187         if (this.vehicle) vehicles_exit(VHEF_RELEASE);
1188         if (this.active_minigame) part_minigame(this);
1189         if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1190
1191         if (autocvar_sv_eventlog)
1192                 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1193
1194         Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1195
1196     MUTATOR_CALLHOOK(ClientDisconnect);
1197
1198         ClientState_detach(this);
1199
1200         Portal_ClearAll(this);
1201
1202         Unfreeze(this);
1203
1204         RemoveGrapplingHook(this);
1205
1206         // Here, everything has been done that requires this player to be a client.
1207
1208         this.flags &= ~FL_CLIENT;
1209
1210         if (this.chatbubbleentity) remove(this.chatbubbleentity);
1211         if (this.killindicator) remove(this.killindicator);
1212
1213         WaypointSprite_PlayerGone();
1214
1215         bot_relinkplayerlist();
1216
1217         if (this.netname_previous) strunzone(this.netname_previous);
1218         if (this.clientstatus) strunzone(this.clientstatus);
1219         if (this.weaponorder_byimpulse) strunzone(this.weaponorder_byimpulse);
1220         if (this.personal) remove(this.personal);
1221
1222         this.playerid = 0;
1223         ReadyCount();
1224         if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1225 }
1226
1227 void ChatBubbleThink()
1228 {SELFPARAM();
1229         this.nextthink = time;
1230         if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1231         {
1232                 if(this.owner) // but why can that ever be world?
1233                         this.owner.chatbubbleentity = world;
1234                 remove(this);
1235                 return;
1236         }
1237
1238         this.mdl = "";
1239
1240         if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1241         {
1242                 if ( this.owner.active_minigame )
1243                         this.mdl = "models/sprites/minigame_busy.iqm";
1244                 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1245                         this.mdl = "models/misc/chatbubble.spr";
1246         }
1247
1248         if ( this.model != this.mdl )
1249                 _setmodel(this, this.mdl);
1250
1251 }
1252
1253 void UpdateChatBubble()
1254 {SELFPARAM();
1255         if (this.alpha < 0)
1256                 return;
1257         // spawn a chatbubble entity if needed
1258         if (!this.chatbubbleentity)
1259         {
1260                 this.chatbubbleentity = new(chatbubbleentity);
1261                 this.chatbubbleentity.owner = this;
1262                 this.chatbubbleentity.exteriormodeltoclient = this;
1263                 this.chatbubbleentity.think = ChatBubbleThink;
1264                 this.chatbubbleentity.nextthink = time;
1265                 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1266                 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1267                 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1268                 setattachment(this.chatbubbleentity, this, "");  // sticks to moving player better, also conserves bandwidth
1269                 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1270                 //this.chatbubbleentity.model = "";
1271                 this.chatbubbleentity.effects = EF_LOWPRECISION;
1272         }
1273 }
1274
1275
1276 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1277 // added to the model skins
1278 /*void UpdateColorModHack()
1279 {
1280         float c;
1281         c = this.clientcolors & 15;
1282         // LordHavoc: only bothering to support white, green, red, yellow, blue
1283              if (!teamplay) this.colormod = '0 0 0';
1284         else if (c ==  0) this.colormod = '1.00 1.00 1.00';
1285         else if (c ==  3) this.colormod = '0.10 1.73 0.10';
1286         else if (c ==  4) this.colormod = '1.73 0.10 0.10';
1287         else if (c == 12) this.colormod = '1.22 1.22 0.10';
1288         else if (c == 13) this.colormod = '0.10 0.10 1.73';
1289         else this.colormod = '1 1 1';
1290 }*/
1291
1292 void respawn()
1293 {SELFPARAM();
1294         if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1295         {
1296                 this.solid = SOLID_NOT;
1297                 this.takedamage = DAMAGE_NO;
1298                 this.movetype = MOVETYPE_FLY;
1299                 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1300                 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1301                 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1302                 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1303                 if(autocvar_g_respawn_ghosts_maxtime)
1304                         SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1305         }
1306
1307         CopyBody(this, 1);
1308
1309         this.effects |= EF_NODRAW; // prevent another CopyBody
1310         PutClientInServer();
1311 }
1312
1313 void play_countdown(float finished, Sound samp)
1314 {SELFPARAM();
1315     TC(Sound, samp);
1316         if(IS_REAL_CLIENT(this))
1317                 if(floor(finished - time - frametime) != floor(finished - time))
1318                         if(finished - time < 6)
1319                                 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1320 }
1321
1322 void player_powerups ()
1323 {SELFPARAM();
1324         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1325         int items_prev = this.items;
1326
1327         if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !gameover)
1328                 this.modelflags |= MF_ROCKET;
1329         else
1330                 this.modelflags &= ~MF_ROCKET;
1331
1332         this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1333
1334         if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1335                 return;
1336
1337         Fire_ApplyDamage(this);
1338         Fire_ApplyEffect(this);
1339
1340         if (!g_instagib)
1341         {
1342                 if (this.items & ITEM_Strength.m_itemid)
1343                 {
1344                         play_countdown(this.strength_finished, SND_POWEROFF);
1345                         this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1346                         if (time > this.strength_finished)
1347                         {
1348                                 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1349                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1350                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1351                         }
1352                 }
1353                 else
1354                 {
1355                         if (time < this.strength_finished)
1356                         {
1357                                 this.items = this.items | ITEM_Strength.m_itemid;
1358                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1359                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1360                         }
1361                 }
1362                 if (this.items & ITEM_Shield.m_itemid)
1363                 {
1364                         play_countdown(this.invincible_finished, SND_POWEROFF);
1365                         this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1366                         if (time > this.invincible_finished)
1367                         {
1368                                 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1369                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1370                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1371                         }
1372                 }
1373                 else
1374                 {
1375                         if (time < this.invincible_finished)
1376                         {
1377                                 this.items = this.items | ITEM_Shield.m_itemid;
1378                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1379                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1380                         }
1381                 }
1382                 if (this.items & IT_SUPERWEAPON)
1383                 {
1384                         if (!(this.weapons & WEPSET_SUPERWEAPONS))
1385                         {
1386                                 this.superweapons_finished = 0;
1387                                 this.items = this.items - (this.items & IT_SUPERWEAPON);
1388                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1389                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1390                         }
1391                         else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1392                         {
1393                                 // don't let them run out
1394                         }
1395                         else
1396                         {
1397                                 play_countdown(this.superweapons_finished, SND_POWEROFF);
1398                                 if (time > this.superweapons_finished)
1399                                 {
1400                                         this.items = this.items - (this.items & IT_SUPERWEAPON);
1401                                         this.weapons &= ~WEPSET_SUPERWEAPONS;
1402                                         //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1403                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1404                                 }
1405                         }
1406                 }
1407                 else if(this.weapons & WEPSET_SUPERWEAPONS)
1408                 {
1409                         if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1410                         {
1411                                 this.items = this.items | IT_SUPERWEAPON;
1412                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1413                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1414                         }
1415                         else
1416                         {
1417                                 this.superweapons_finished = 0;
1418                                 this.weapons &= ~WEPSET_SUPERWEAPONS;
1419                         }
1420                 }
1421                 else
1422                 {
1423                         this.superweapons_finished = 0;
1424                 }
1425         }
1426
1427         if(autocvar_g_nodepthtestplayers)
1428                 this.effects = this.effects | EF_NODEPTHTEST;
1429
1430         if(autocvar_g_fullbrightplayers)
1431                 this.effects = this.effects | EF_FULLBRIGHT;
1432
1433         if (time >= game_starttime)
1434         if (time < this.spawnshieldtime)
1435                 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1436
1437         MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1438 }
1439
1440 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1441 {
1442         if(current > stable)
1443                 return current;
1444         else if(current > stable - 0.25) // when close enough, "snap"
1445                 return stable;
1446         else
1447                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1448 }
1449
1450 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1451 {
1452         if(current < stable)
1453                 return current;
1454         else if(current < stable + 0.25) // when close enough, "snap"
1455                 return stable;
1456         else
1457                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1458 }
1459
1460 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1461 {
1462         if(current > rotstable)
1463         {
1464                 if(rotframetime > 0)
1465                 {
1466                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1467                         current = max(rotstable, current - rotlinear * rotframetime);
1468                 }
1469         }
1470         else if(current < regenstable)
1471         {
1472                 if(regenframetime > 0)
1473                 {
1474                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1475                         current = min(regenstable, current + regenlinear * regenframetime);
1476                 }
1477         }
1478
1479         if(current > limit)
1480                 current = limit;
1481
1482         return current;
1483 }
1484
1485 void player_regen ()
1486 {SELFPARAM();
1487         float max_mod, regen_mod, rot_mod, limit_mod;
1488         max_mod = regen_mod = rot_mod = limit_mod = 1;
1489         regen_mod_max = max_mod;
1490         regen_mod_regen = regen_mod;
1491         regen_mod_rot = rot_mod;
1492         regen_mod_limit = limit_mod;
1493
1494         regen_health = autocvar_g_balance_health_regen;
1495         regen_health_linear = autocvar_g_balance_health_regenlinear;
1496         regen_health_rot = autocvar_g_balance_health_rot;
1497         regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1498         regen_health_stable = autocvar_g_balance_health_regenstable;
1499         regen_health_rotstable = autocvar_g_balance_health_rotstable;
1500         if(!MUTATOR_CALLHOOK(PlayerRegen))
1501         if(!STAT(FROZEN, this))
1502         {
1503                 float mina, maxa, limith, limita;
1504                 maxa = autocvar_g_balance_armor_rotstable;
1505                 mina = autocvar_g_balance_armor_regenstable;
1506                 limith = autocvar_g_balance_health_limit;
1507                 limita = autocvar_g_balance_armor_limit;
1508
1509                 max_mod = regen_mod_max;
1510                 regen_mod = regen_mod_regen;
1511                 rot_mod = regen_mod_rot;
1512                 limit_mod = regen_mod_limit;
1513
1514                 regen_health_rotstable = regen_health_rotstable * max_mod;
1515                 regen_health_stable = regen_health_stable * max_mod;
1516                 limith = limith * limit_mod;
1517                 limita = limita * limit_mod;
1518
1519                 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);
1520                 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);
1521         }
1522
1523         // if player rotted to death...  die!
1524         // check this outside above checks, as player may still be able to rot to death
1525         if(this.health < 1)
1526         {
1527                 if(this.vehicle)
1528                         vehicles_exit(VHEF_RELEASE);
1529                 if(this.event_damage)
1530                         this.event_damage(this, this, this, 1, DEATH_ROT.m_id, this.origin, '0 0 0');
1531         }
1532
1533         if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1534         {
1535                 float minf, maxf, limitf;
1536
1537                 maxf = autocvar_g_balance_fuel_rotstable;
1538                 minf = autocvar_g_balance_fuel_regenstable;
1539                 limitf = autocvar_g_balance_fuel_limit;
1540
1541                 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);
1542         }
1543 }
1544
1545 bool zoomstate_set;
1546 void SetZoomState(float z)
1547 {SELFPARAM();
1548         if(z != this.zoomstate)
1549         {
1550                 this.zoomstate = z;
1551                 ClientData_Touch(this);
1552         }
1553         zoomstate_set = true;
1554 }
1555
1556 void GetPressedKeys()
1557 {
1558         SELFPARAM();
1559         MUTATOR_CALLHOOK(GetPressedKeys);
1560         int keys = this.pressedkeys;
1561         keys = BITSET(keys, KEY_FORWARD,        this.movement.x > 0);
1562         keys = BITSET(keys, KEY_BACKWARD,       this.movement.x < 0);
1563         keys = BITSET(keys, KEY_RIGHT,          this.movement.y > 0);
1564         keys = BITSET(keys, KEY_LEFT,           this.movement.y < 0);
1565
1566         keys = BITSET(keys, KEY_JUMP,           PHYS_INPUT_BUTTON_JUMP(this));
1567         keys = BITSET(keys, KEY_CROUCH,         PHYS_INPUT_BUTTON_CROUCH(this));
1568         keys = BITSET(keys, KEY_ATCK,           PHYS_INPUT_BUTTON_ATCK(this));
1569         keys = BITSET(keys, KEY_ATCK2,          PHYS_INPUT_BUTTON_ATCK2(this));
1570         this.pressedkeys = keys;
1571 }
1572
1573 /*
1574 ======================
1575 spectate mode routines
1576 ======================
1577 */
1578
1579 void SpectateCopy(entity this, entity spectatee)
1580 {
1581     TC(Client, this); TC(Client, spectatee);
1582
1583         MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1584         PS(this) = PS(spectatee);
1585         this.armortype = spectatee.armortype;
1586         this.armorvalue = spectatee.armorvalue;
1587         this.ammo_cells = spectatee.ammo_cells;
1588         this.ammo_plasma = spectatee.ammo_plasma;
1589         this.ammo_shells = spectatee.ammo_shells;
1590         this.ammo_nails = spectatee.ammo_nails;
1591         this.ammo_rockets = spectatee.ammo_rockets;
1592         this.ammo_fuel = spectatee.ammo_fuel;
1593         this.clip_load = spectatee.clip_load;
1594         this.clip_size = spectatee.clip_size;
1595         this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1596         this.health = spectatee.health;
1597         this.impulse = 0;
1598         this.items = spectatee.items;
1599         this.last_pickup = spectatee.last_pickup;
1600         this.hit_time = spectatee.hit_time;
1601         this.strength_finished = spectatee.strength_finished;
1602         this.invincible_finished = spectatee.invincible_finished;
1603         this.pressedkeys = spectatee.pressedkeys;
1604         this.weapons = spectatee.weapons;
1605         this.vortex_charge = spectatee.vortex_charge;
1606         this.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1607         this.hagar_load = spectatee.hagar_load;
1608         this.arc_heat_percent = spectatee.arc_heat_percent;
1609         this.minelayer_mines = spectatee.minelayer_mines;
1610         this.punchangle = spectatee.punchangle;
1611         this.view_ofs = spectatee.view_ofs;
1612         this.velocity = spectatee.velocity;
1613         this.dmg_take = spectatee.dmg_take;
1614         this.dmg_save = spectatee.dmg_save;
1615         this.dmg_inflictor = spectatee.dmg_inflictor;
1616         this.v_angle = spectatee.v_angle;
1617         this.angles = spectatee.v_angle;
1618         STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1619         this.revive_progress = spectatee.revive_progress;
1620         if(!PHYS_INPUT_BUTTON_USE(this))
1621                 this.fixangle = true;
1622         setorigin(this, spectatee.origin);
1623         setsize(this, spectatee.mins, spectatee.maxs);
1624         SetZoomState(spectatee.zoomstate);
1625
1626     anticheat_spectatecopy(this, spectatee);
1627         this.hud = spectatee.hud;
1628         if(spectatee.vehicle)
1629     {
1630         this.fixangle = false;
1631         //this.velocity = spectatee.vehicle.velocity;
1632         this.vehicle_health = spectatee.vehicle_health;
1633         this.vehicle_shield = spectatee.vehicle_shield;
1634         this.vehicle_energy = spectatee.vehicle_energy;
1635         this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1636         this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1637         this.vehicle_reload1 = spectatee.vehicle_reload1;
1638         this.vehicle_reload2 = spectatee.vehicle_reload2;
1639
1640         msg_entity = this;
1641
1642         WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1643             WriteAngle(MSG_ONE,  spectatee.v_angle.x);
1644             WriteAngle(MSG_ONE,  spectatee.v_angle.y);
1645             WriteAngle(MSG_ONE,  spectatee.v_angle.z);
1646
1647         //WriteByte (MSG_ONE, SVC_SETVIEW);
1648         //    WriteEntity(MSG_ONE, this);
1649         //makevectors(spectatee.v_angle);
1650         //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1651     }
1652 }
1653
1654 bool SpectateUpdate()
1655 {SELFPARAM();
1656         if(!this.enemy)
1657             return false;
1658
1659         if(!IS_PLAYER(this.enemy) || this == this.enemy)
1660         {
1661                 SetSpectatee(this, NULL);
1662                 return false;
1663         }
1664
1665         SpectateCopy(this, this.enemy);
1666
1667         return true;
1668 }
1669
1670 bool SpectateSet()
1671 {SELFPARAM();
1672         if(!IS_PLAYER(this.enemy))
1673                 return false;
1674
1675         msg_entity = this;
1676         WriteByte(MSG_ONE, SVC_SETVIEW);
1677         WriteEntity(MSG_ONE, this.enemy);
1678         this.movetype = MOVETYPE_NONE;
1679         accuracy_resend(this);
1680
1681         if(!SpectateUpdate())
1682                 PutObserverInServer();
1683
1684         return true;
1685 }
1686
1687 void SetSpectatee(entity player, entity spectatee)
1688 {
1689         entity old_spectatee = player.enemy;
1690
1691         player.enemy = spectatee;
1692
1693         // WEAPONTODO
1694         // these are required to fix the spectator bug with arc
1695         if(old_spectatee && old_spectatee.arc_beam) { old_spectatee.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1696         if(player.enemy && player.enemy.arc_beam) { player.enemy.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1697 }
1698
1699 bool Spectate(entity pl)
1700 {SELFPARAM();
1701         if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1702                 return false;
1703         pl = spec_player;
1704
1705         SetSpectatee(this, pl);
1706         return SpectateSet();
1707 }
1708
1709 bool SpectateNext()
1710 {SELFPARAM();
1711         other = find(this.enemy, classname, STR_PLAYER);
1712
1713         if (MUTATOR_CALLHOOK(SpectateNext, this, other))
1714                 other = spec_player;
1715         else if (!other)
1716                 other = find(other, classname, STR_PLAYER);
1717
1718         if(other) { SetSpectatee(this, other); }
1719
1720         return SpectateSet();
1721 }
1722
1723 bool SpectatePrev()
1724 {SELFPARAM();
1725         // NOTE: chain order is from the highest to the lower entnum (unlike find)
1726         other = findchain(classname, STR_PLAYER);
1727         if (!other) // no player
1728                 return false;
1729
1730         entity first = other;
1731         // skip players until current spectated player
1732         if(this.enemy)
1733         while(other && other != this.enemy)
1734                 other = other.chain;
1735
1736         switch (MUTATOR_CALLHOOK(SpectatePrev, this, other, first))
1737         {
1738                 case MUT_SPECPREV_FOUND:
1739                     other = spec_player;
1740                     break;
1741                 case MUT_SPECPREV_RETURN:
1742                     other = spec_player;
1743                     return true;
1744                 case MUT_SPECPREV_CONTINUE:
1745                 default:
1746                 {
1747                         if(other.chain)
1748                                 other = other.chain;
1749                         else
1750                                 other = first;
1751                         break;
1752                 }
1753         }
1754
1755         SetSpectatee(this, other);
1756         return SpectateSet();
1757 }
1758
1759 /*
1760 =============
1761 ShowRespawnCountdown()
1762
1763 Update a respawn countdown display.
1764 =============
1765 */
1766 void ShowRespawnCountdown()
1767 {SELFPARAM();
1768         float number;
1769         if(!IS_DEAD(this)) // just respawned?
1770                 return;
1771         else
1772         {
1773                 number = ceil(this.respawn_time - time);
1774                 if(number <= 0)
1775                         return;
1776                 if(number <= this.respawn_countdown)
1777                 {
1778                         this.respawn_countdown = number - 1;
1779                         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
1780                                 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1781                 }
1782         }
1783 }
1784
1785 void LeaveSpectatorMode()
1786 {SELFPARAM();
1787         if(this.caplayer)
1788                 return;
1789         if(nJoinAllowed(this, this))
1790         {
1791                 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (this.wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
1792                 {
1793                         TRANSMUTE(Player, this);
1794
1795                         if(autocvar_g_campaign || autocvar_g_balance_teams)
1796                                 { JoinBestTeam(this, false, true); }
1797
1798                         if(autocvar_g_campaign)
1799                                 { campaign_bots_may_start = true; }
1800
1801                         Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1802
1803                         PutClientInServer();
1804
1805                         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); }
1806                 }
1807                 else
1808                         stuffcmd(this, "menu_showteamselect\n");
1809         }
1810         else
1811         {
1812                 // Player may not join because g_maxplayers is set
1813                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
1814         }
1815 }
1816
1817 /**
1818  * Determines whether the player is allowed to join. This depends on cvar
1819  * g_maxplayers, if it isn't used this function always return true, otherwise
1820  * it checks whether the number of currently playing players exceeds g_maxplayers.
1821  * @return int number of free slots for players, 0 if none
1822  */
1823 bool nJoinAllowed(entity this, entity ignore)
1824 {
1825         if(!ignore)
1826         // this is called that way when checking if anyone may be able to join (to build qcstatus)
1827         // so report 0 free slots if restricted
1828         {
1829                 if(autocvar_g_forced_team_otherwise == "spectate")
1830                         return false;
1831                 if(autocvar_g_forced_team_otherwise == "spectator")
1832                         return false;
1833         }
1834
1835         if(this.team_forced < 0)
1836                 return false; // forced spectators can never join
1837
1838         // TODO simplify this
1839         int totalClients = 0;
1840         int currentlyPlaying = 0;
1841         FOREACH_CLIENT(true, LAMBDA(
1842                 if(it != ignore)
1843                         ++totalClients;
1844                 if(IS_REAL_CLIENT(it))
1845                 if(IS_PLAYER(it) || it.caplayer)
1846                         ++currentlyPlaying;
1847         ));
1848
1849         if (!autocvar_g_maxplayers)
1850                 return maxclients - totalClients;
1851
1852         if(currentlyPlaying < autocvar_g_maxplayers)
1853                 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1854
1855         return false;
1856 }
1857
1858 /**
1859  * Checks whether the client is an observer or spectator, if so, he will get kicked after
1860  * g_maxplayers_spectator_blocktime seconds
1861  */
1862 void checkSpectatorBlock()
1863 {SELFPARAM();
1864         if(IS_SPEC(this) || IS_OBSERVER(this))
1865         if(!this.caplayer)
1866         if(IS_REAL_CLIENT(this))
1867         {
1868                 if( time > (this.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
1869                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
1870                         dropclient(this);
1871                 }
1872         }
1873 }
1874
1875 void PrintWelcomeMessage(entity this)
1876 {
1877         if(this.motd_actived_time == 0)
1878         {
1879                 if (autocvar_g_campaign) {
1880                         if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
1881                                 this.motd_actived_time = time;
1882                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
1883                         }
1884                 } else {
1885                         if (PHYS_INPUT_BUTTON_INFO(this)) {
1886                                 this.motd_actived_time = time;
1887                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1888                         }
1889                 }
1890         }
1891         else if(this.motd_actived_time > 0) // showing MOTD or campaign message
1892         {
1893                 if (autocvar_g_campaign) {
1894                         if (PHYS_INPUT_BUTTON_INFO(this))
1895                                 this.motd_actived_time = time;
1896                         else if ((time - this.motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
1897                                 this.motd_actived_time = 0;
1898                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
1899                         }
1900                 } else {
1901                         if (PHYS_INPUT_BUTTON_INFO(this))
1902                                 this.motd_actived_time = time;
1903                         else if (time - this.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
1904                                 this.motd_actived_time = 0;
1905                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
1906                         }
1907                 }
1908         }
1909         else //if(this.motd_actived_time < 0) // just connected, motd is active
1910         {
1911                 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
1912                         this.motd_actived_time = -2; // wait until BUTTON_INFO gets released
1913                 else if(this.motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
1914                 {
1915                         // instanctly hide MOTD
1916                         this.motd_actived_time = 0;
1917                         Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
1918                 }
1919         }
1920 }
1921
1922 void ObserverThink()
1923 {SELFPARAM();
1924         if ( this.impulse )
1925         {
1926                 MinigameImpulse(this, this.impulse);
1927                 this.impulse = 0;
1928         }
1929         float prefered_movetype;
1930         if (this.flags & FL_JUMPRELEASED) {
1931                 if (PHYS_INPUT_BUTTON_JUMP(this) && !this.version_mismatch) {
1932                         this.flags &= ~FL_JUMPRELEASED;
1933                         this.flags |= FL_SPAWNING;
1934                 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !this.version_mismatch) {
1935                         this.flags &= ~FL_JUMPRELEASED;
1936                         if(SpectateNext()) {
1937                                 TRANSMUTE(Spectator, this);
1938                         }
1939                 } else {
1940                         prefered_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? this.cvar_cl_clippedspectating : !this.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
1941                         if (this.movetype != prefered_movetype)
1942                                 this.movetype = prefered_movetype;
1943                 }
1944         } else {
1945                 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
1946                         this.flags |= FL_JUMPRELEASED;
1947                         if(this.flags & FL_SPAWNING)
1948                         {
1949                                 this.flags &= ~FL_SPAWNING;
1950                                 LeaveSpectatorMode();
1951                                 return;
1952                         }
1953                 }
1954         }
1955 }
1956
1957 void SpectatorThink()
1958 {SELFPARAM();
1959         if ( this.impulse )
1960         {
1961                 if(MinigameImpulse(this, this.impulse))
1962                         this.impulse = 0;
1963         }
1964         if (this.flags & FL_JUMPRELEASED) {
1965                 if (PHYS_INPUT_BUTTON_JUMP(this) && !this.version_mismatch) {
1966                         this.flags &= ~FL_JUMPRELEASED;
1967                         this.flags |= FL_SPAWNING;
1968                 } else if(PHYS_INPUT_BUTTON_ATCK(this) || this.impulse == 10 || this.impulse == 15 || this.impulse == 18 || (this.impulse >= 200 && this.impulse <= 209)) {
1969                         this.flags &= ~FL_JUMPRELEASED;
1970                         if(SpectateNext()) {
1971                                 TRANSMUTE(Spectator, this);
1972                         } else {
1973                                 TRANSMUTE(Observer, this);
1974                                 PutClientInServer();
1975                         }
1976                         this.impulse = 0;
1977                 } else if(this.impulse == 12 || this.impulse == 16  || this.impulse == 19 || (this.impulse >= 220 && this.impulse <= 229)) {
1978                         this.flags &= ~FL_JUMPRELEASED;
1979                         if(SpectatePrev()) {
1980                                 TRANSMUTE(Spectator, this);
1981                         } else {
1982                                 TRANSMUTE(Observer, this);
1983                                 PutClientInServer();
1984                         }
1985                         this.impulse = 0;
1986                 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
1987                         this.flags &= ~FL_JUMPRELEASED;
1988                         TRANSMUTE(Observer, this);
1989                         PutClientInServer();
1990                 } else {
1991                         if(!SpectateUpdate())
1992                                 PutObserverInServer();
1993                 }
1994         } else {
1995                 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
1996                         this.flags |= FL_JUMPRELEASED;
1997                         if(this.flags & FL_SPAWNING)
1998                         {
1999                                 this.flags &= ~FL_SPAWNING;
2000                                 LeaveSpectatorMode();
2001                                 return;
2002                         }
2003                 }
2004                 if(!SpectateUpdate())
2005                         PutObserverInServer();
2006         }
2007
2008         this.flags |= FL_CLIENT | FL_NOTARGET;
2009 }
2010
2011 void vehicles_enter (entity pl, entity veh);
2012 void PlayerUseKey()
2013 {SELFPARAM();
2014         if (!IS_PLAYER(this))
2015                 return;
2016
2017         if(this.vehicle)
2018         {
2019                 if(!gameover)
2020                 {
2021                         vehicles_exit(VHEF_NORMAL);
2022                         return;
2023                 }
2024         }
2025         else if(autocvar_g_vehicles_enter)
2026         {
2027                 if(!STAT(FROZEN, this))
2028                 if(!IS_DEAD(this))
2029                 if(!gameover)
2030                 {
2031                         entity head, closest_target = world;
2032                         head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2033
2034                         while(head) // find the closest acceptable target to enter
2035                         {
2036                                 if(head.vehicle_flags & VHF_ISVEHICLE)
2037                                 if(!IS_DEAD(head))
2038                                 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2039                                 if(head.takedamage != DAMAGE_NO)
2040                                 {
2041                                         if(closest_target)
2042                                         {
2043                                                 if(vlen(this.origin - head.origin) < vlen(this.origin - closest_target.origin))
2044                                                 { closest_target = head; }
2045                                         }
2046                                         else { closest_target = head; }
2047                                 }
2048
2049                                 head = head.chain;
2050                         }
2051
2052                         if(closest_target) { vehicles_enter(this, closest_target); return; }
2053                 }
2054         }
2055
2056         // a use key was pressed; call handlers
2057         MUTATOR_CALLHOOK(PlayerUseKey);
2058 }
2059
2060
2061 /*
2062 =============
2063 PlayerPreThink
2064
2065 Called every frame for each client before the physics are run
2066 =============
2067 */
2068 .float usekeypressed;
2069 void() nexball_setstatus;
2070 .float last_vehiclecheck;
2071 .int items_added;
2072 void PlayerPreThink ()
2073 {
2074     SELFPARAM();
2075         WarpZone_PlayerPhysics_FixVAngle(this);
2076
2077     STAT(GAMESTARTTIME, this) = game_starttime;
2078         STAT(ROUNDSTARTTIME, this) = round_starttime;
2079         STAT(ALLOW_OLDVORTEXBEAM, this) = autocvar_g_allow_oldvortexbeam;
2080         STAT(LEADLIMIT, this) = autocvar_leadlimit;
2081
2082         STAT(WEAPONSINMAP, this) = weaponsInMap;
2083
2084         if (frametime) {
2085                 // physics frames: update anticheat stuff
2086                 anticheat_prethink(this);
2087         }
2088
2089         if (blockSpectators && frametime) {
2090                 // WORKAROUND: only use dropclient in server frames (frametime set).
2091                 // Never use it in cl_movement frames (frametime zero).
2092                 checkSpectatorBlock();
2093     }
2094
2095         zoomstate_set = false;
2096
2097         // Check for nameless players
2098         if (isInvisibleString(this.netname)) {
2099                 this.netname = strzone(sprintf("Player#%d", this.playerid));
2100                 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2101         }
2102         if (this.netname != this.netname_previous) {
2103                 if (autocvar_sv_eventlog) {
2104                         GameLogEcho(strcat(":name:", ftos(this.playerid), ":", this.netname));
2105         }
2106                 if (this.netname_previous) strunzone(this.netname_previous);
2107                 this.netname_previous = strzone(this.netname);
2108         }
2109
2110         // version nagging
2111         if (this.version_nagtime && this.cvar_g_xonoticversion && time > this.version_nagtime) {
2112         this.version_nagtime = 0;
2113         if (strstrofs(this.cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(this.cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2114             // git client
2115         } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2116             // git server
2117             Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2118         } else {
2119             int r = vercmp(this.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2120             if (r < 0) { // old client
2121                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2122             } else if (r > 0) { // old server
2123                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2124             }
2125         }
2126     }
2127
2128         // GOD MODE info
2129         if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2130         {
2131                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2132                 this.max_armorvalue = 0;
2133         }
2134
2135         if (STAT(FROZEN, this) == 2)
2136         {
2137                 this.revive_progress = bound(0, this.revive_progress + frametime * this.revive_speed, 1);
2138                 this.health = max(1, this.revive_progress * start_health);
2139                 this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
2140
2141                 if (this.revive_progress >= 1)
2142                         Unfreeze(this);
2143         }
2144         else if (STAT(FROZEN, this) == 3)
2145         {
2146                 this.revive_progress = bound(0, this.revive_progress - frametime * this.revive_speed, 1);
2147                 this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * this.revive_progress );
2148
2149                 if (this.health < 1)
2150                 {
2151                         if (this.vehicle)
2152                                 vehicles_exit(VHEF_RELEASE);
2153                         this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
2154                 }
2155                 else if (this.revive_progress <= 0)
2156                         Unfreeze(this);
2157         }
2158
2159         MUTATOR_CALLHOOK(PlayerPreThink);
2160
2161         if(autocvar_g_vehicles_enter)
2162         if(time > this.last_vehiclecheck)
2163         if(IS_PLAYER(this))
2164         if(!gameover)
2165         if(!STAT(FROZEN, this))
2166         if(!this.vehicle)
2167         if(!IS_DEAD(this))
2168         {
2169                 entity veh;
2170                 for(veh = world; (veh = findflags(veh, vehicle_flags, VHF_ISVEHICLE)); )
2171                 if(vlen(veh.origin - this.origin) < autocvar_g_vehicles_enter_radius)
2172                 if(!IS_DEAD(veh))
2173                 if(veh.takedamage != DAMAGE_NO)
2174                 if((veh.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(veh.owner, this))
2175                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2176                 else if(!veh.owner)
2177                 if(!veh.team || SAME_TEAM(this, veh))
2178                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2179                 else if(autocvar_g_vehicles_steal)
2180                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2181
2182                 this.last_vehiclecheck = time + 1;
2183         }
2184
2185         if(!this.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2186         {
2187                 if(PHYS_INPUT_BUTTON_USE(this) && !this.usekeypressed)
2188                         PlayerUseKey();
2189                 this.usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2190         }
2191
2192         if (IS_REAL_CLIENT(this))
2193                 PrintWelcomeMessage(this);
2194
2195         if (IS_PLAYER(this)) {
2196                 CheckRules_Player();
2197
2198                 if (intermission_running) {
2199                         IntermissionThink();
2200                         return;
2201                 }
2202
2203                 if (timeout_status == TIMEOUT_ACTIVE) {
2204             // don't allow the player to turn around while game is paused
2205                         // FIXME turn this into CSQC stuff
2206                         this.v_angle = this.lastV_angle;
2207                         this.angles = this.lastV_angle;
2208                         this.fixangle = true;
2209                 }
2210
2211                 if (frametime) player_powerups();
2212
2213                 if (IS_DEAD(this)) {
2214                         if (this.personal && g_race_qualifying) {
2215                                 if (time > this.respawn_time) {
2216                                         STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2217                                         respawn();
2218                                         this.impulse = CHIMPULSE_SPEEDRUN.impulse;
2219                                 }
2220                         } else {
2221                                 if (frametime) player_anim();
2222                                 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));
2223
2224                                 if (this.deadflag == DEAD_DYING) {
2225                                         if ((this.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max) {
2226                                                 this.deadflag = DEAD_RESPAWNING;
2227                                         } else if (!button_pressed) {
2228                                                 this.deadflag = DEAD_DEAD;
2229                     }
2230                                 } else if (this.deadflag == DEAD_DEAD) {
2231                                         if (button_pressed) {
2232                                                 this.deadflag = DEAD_RESPAWNABLE;
2233                                         } else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)) {
2234                                                 this.deadflag = DEAD_RESPAWNING;
2235                     }
2236                                 } else if (this.deadflag == DEAD_RESPAWNABLE) {
2237                                         if (!button_pressed) {
2238                                                 this.deadflag = DEAD_RESPAWNING;
2239                     }
2240                                 } else if (this.deadflag == DEAD_RESPAWNING) {
2241                                         if (time > this.respawn_time) {
2242                                                 this.respawn_time = time + 1; // only retry once a second
2243                                                 this.respawn_time_max = this.respawn_time;
2244                                                 respawn();
2245                                         }
2246                                 }
2247
2248                                 ShowRespawnCountdown();
2249
2250                                 if (this.respawn_flags & RESPAWN_SILENT)
2251                                         STAT(RESPAWN_TIME, this) = 0;
2252                                 else if ((this.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2253                                         STAT(RESPAWN_TIME, this) = this.respawn_time_max;
2254                                 else
2255                                         STAT(RESPAWN_TIME, this) = this.respawn_time;
2256                         }
2257
2258                         // if respawning, invert stat_respawn_time to indicate this, the client translates it
2259                         if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2260                                 STAT(RESPAWN_TIME, this) *= -1;
2261
2262                         return;
2263                 }
2264
2265                 this.prevorigin = this.origin;
2266
2267                 bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
2268         .entity weaponentity = weaponentities[0]; // TODO: unhardcode
2269                 if (this.hook.state) {
2270                         do_crouch = false;
2271                 } else if (this.vehicle) {
2272                         do_crouch = false;
2273                 } else if (STAT(FROZEN, this)) {
2274                         do_crouch = false;
2275         } else if ((PS(this).m_weapon == WEP_SHOTGUN || PS(this).m_weapon == WEP_SHOCKWAVE) && this.(weaponentity).wframe == WFRAME_FIRE2 && time < this.(weaponentity).weapon_nextthink) {
2276                     // WEAPONTODO: predict
2277                         do_crouch = false;
2278         }
2279
2280                 if (do_crouch) {
2281                         if (!this.crouch) {
2282                                 this.crouch = true;
2283                                 this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, this);
2284                                 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
2285                                 // setanim(this, this.anim_duck, false, true, true); // this anim is BROKEN anyway
2286                         }
2287                 } else if (this.crouch) {
2288             tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, false, this);
2289             if (!trace_startsolid) {
2290                 this.crouch = false;
2291                 this.view_ofs = STAT(PL_VIEW_OFS, this);
2292                 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
2293             }
2294                 }
2295
2296                 FixPlayermodel(this);
2297
2298                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2299                 //if(frametime)
2300                 {
2301                         this.items &= ~this.items_added;
2302
2303                         W_WeaponFrame(this);
2304
2305                         this.items_added = 0;
2306                         if (this.items & ITEM_Jetpack.m_itemid && (this.items & ITEM_JetpackRegen.m_itemid || this.ammo_fuel >= 0.01))
2307                 this.items_added |= IT_FUEL;
2308
2309                         this.items |= this.items_added;
2310                 }
2311
2312                 player_regen();
2313
2314                 // WEAPONTODO: Add a weapon request for this
2315                 // rot vortex charge to the charge limit
2316                 if (WEP_CVAR(vortex, charge_rot_rate) && this.vortex_charge > WEP_CVAR(vortex, charge_limit) && this.vortex_charge_rottime < time)
2317                         this.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2318
2319                 if (frametime) player_anim();
2320
2321                 // secret status
2322                 secrets_setstatus();
2323
2324                 // monsters status
2325                 monsters_setstatus(this);
2326
2327                 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2328         }
2329         else if (gameover) {
2330                 if (intermission_running) IntermissionThink();
2331                 return;
2332         }
2333         else if (IS_OBSERVER(this)) {
2334                 ObserverThink();
2335         }
2336         else if (IS_SPEC(this)) {
2337                 SpectatorThink();
2338         }
2339
2340         // WEAPONTODO: Add weapon request for this
2341         if (!zoomstate_set) {
2342                 SetZoomState(
2343                         PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this)
2344                         || (PHYS_INPUT_BUTTON_ATCK2(this) && PS(this).m_weapon == WEP_VORTEX)
2345                         || (PHYS_INPUT_BUTTON_ATCK2(this) && PS(this).m_weapon == WEP_RIFLE && WEP_CVAR(rifle, secondary) == 0)
2346                 );
2347     }
2348
2349         int oldspectatee_status = this.spectatee_status;
2350         if (IS_SPEC(this)) {
2351                 this.spectatee_status = etof(this.enemy);
2352         } else if (IS_OBSERVER(this)) {
2353                 this.spectatee_status = etof(this);
2354         } else {
2355                 this.spectatee_status = 0;
2356     }
2357         if (this.spectatee_status != oldspectatee_status) {
2358                 ClientData_Touch(this);
2359                 if (g_race || g_cts) race_InitSpectator();
2360         }
2361
2362         if (this.teamkill_soundtime && time > this.teamkill_soundtime)
2363         {
2364                 this.teamkill_soundtime = 0;
2365
2366                 entity e = this.teamkill_soundsource;
2367                 entity oldpusher = e.pusher;
2368                 e.pusher = this;
2369                 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2370                 e.pusher = oldpusher;
2371         }
2372
2373         if (this.taunt_soundtime && time > this.taunt_soundtime) {
2374                 this.taunt_soundtime = 0;
2375                 PlayerSound(this, playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2376         }
2377
2378         target_voicescript_next(this);
2379
2380         // WEAPONTODO: Move into weaponsystem somehow
2381         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2382         if (PS(this).m_weapon == WEP_Null)
2383                 this.clip_load = this.clip_size = 0;
2384 }
2385
2386 void DrownPlayer(entity this)
2387 {
2388         if(IS_DEAD(this))
2389                 return;
2390
2391         if (this.waterlevel != WATERLEVEL_SUBMERGED)
2392         {
2393                 if(this.air_finished < time)
2394                         PlayerSound(this, playersound_gasp, CH_PLAYER, VOICETYPE_PLAYERSOUND);
2395                 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2396                 this.dmg = 2;
2397         }
2398         else if (this.air_finished < time)
2399         {       // drown!
2400                 if (this.pain_finished < time)
2401                 {
2402                         Damage (this, world, world, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, this.origin, '0 0 0');
2403                         this.pain_finished = time + 0.5;
2404                 }
2405         }
2406 }
2407
2408 /*
2409 =============
2410 PlayerPostThink
2411
2412 Called every frame for each client after the physics are run
2413 =============
2414 */
2415 .float idlekick_lasttimeleft;
2416 void PlayerPostThink ()
2417 {
2418     SELFPARAM();
2419         if (sv_maxidle > 0)
2420         if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2421         if (IS_REAL_CLIENT(this))
2422         if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2423         {
2424                 if (time - this.parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2425                 {
2426                         if (this.idlekick_lasttimeleft)
2427                         {
2428                                 this.idlekick_lasttimeleft = 0;
2429                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2430                         }
2431                 }
2432                 else
2433                 {
2434                         float timeleft = ceil(sv_maxidle - (time - this.parm_idlesince));
2435                         if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2436                                 if (!this.idlekick_lasttimeleft)
2437                                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2438                         }
2439                         if (timeleft <= 0) {
2440                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2441                                 dropclient(this);
2442                                 return;
2443                         }
2444                         else if (timeleft <= 10) {
2445                                 if (timeleft != this.idlekick_lasttimeleft) {
2446                                     Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2447                 }
2448                                 this.idlekick_lasttimeleft = timeleft;
2449                         }
2450                 }
2451         }
2452
2453         CheatFrame();
2454
2455         //CheckPlayerJump();
2456
2457         if (IS_PLAYER(this)) {
2458                 DrownPlayer(this);
2459                 CheckRules_Player();
2460                 UpdateChatBubble();
2461                 if (this.impulse) ImpulseCommands(this);
2462                 if (intermission_running) return; // intermission or finale
2463                 GetPressedKeys();
2464         }
2465
2466         if (this.waypointsprite_attachedforcarrier) {
2467             vector v = healtharmor_maxdamage(this.health, this.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2468                 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2469     }
2470
2471         playerdemo_write();
2472
2473         CSQCMODEL_AUTOUPDATE(this);
2474 }