Merge branch 'master' into Mario/weapons
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_client.qc
1 void race_send_recordtime(float msg);
2 void race_SendRankings(float pos, float prevpos, float del, float msg);
3
4 void send_CSQC_teamnagger() {
5         WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
6         WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
7 }
8
9 float ClientData_Send(entity to, float sf)
10 {
11         if(to != self.owner)
12         {
13                 error("wtf");
14                 return FALSE;
15         }
16
17         entity e;
18
19         e = to;
20         if(IS_SPEC(to))
21                 e = to.enemy;
22
23         sf = 0;
24
25         if(e.race_completed)
26                 sf |= 1; // forced scoreboard
27         if(to.spectatee_status)
28                 sf |= 2; // spectator ent number follows
29         if(e.zoomstate)
30                 sf |= 4; // zoomed
31         if(e.porto_v_angle_held)
32                 sf |= 8; // angles held
33
34         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
35         WriteByte(MSG_ENTITY, sf);
36
37         if(sf & 2)
38                 WriteByte(MSG_ENTITY, to.spectatee_status);
39
40         if(sf & 8)
41         {
42                 WriteAngle(MSG_ENTITY, e.v_angle_x);
43                 WriteAngle(MSG_ENTITY, e.v_angle_y);
44         }
45
46         return TRUE;
47 }
48
49 void ClientData_Attach()
50 {
51         Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
52         self.clientdata.drawonlytoclient = self;
53         self.clientdata.owner = self;
54 }
55
56 void ClientData_Detach()
57 {
58         remove(self.clientdata);
59         self.clientdata = world;
60 }
61
62 void ClientData_Touch(entity e)
63 {
64         e.clientdata.SendFlags = 1;
65
66         // make it spectatable
67         entity e2;
68         FOR_EACH_REALCLIENT(e2)
69         {
70                 if(e2 != e)
71                         if(IS_SPEC(e2))
72                                 if(e2.enemy == e)
73                                         e2.clientdata.SendFlags = 1;
74         }
75 }
76
77 .string netname_previous;
78
79
80 /*
81 =============
82 CheckPlayerModel
83
84 Checks if the argument string can be a valid playermodel.
85 Returns a valid one in doubt.
86 =============
87 */
88 string FallbackPlayerModel;
89 string CheckPlayerModel(string plyermodel) {
90         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
91         {
92                 // note: we cannot summon Don Strunzone here, some player may
93                 // still have the model string set. In case anyone manages how
94                 // to change a cvar default, we'll have a small leak here.
95                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
96         }
97         // only in right path
98         if( substring(plyermodel,0,14) != "models/player/")
99                 return FallbackPlayerModel;
100         // only good file extensions
101         if(substring(plyermodel,-4,4) != ".zym")
102         if(substring(plyermodel,-4,4) != ".dpm")
103         if(substring(plyermodel,-4,4) != ".iqm")
104         if(substring(plyermodel,-4,4) != ".md3")
105         if(substring(plyermodel,-4,4) != ".psk")
106                 return FallbackPlayerModel;
107         // forbid the LOD models
108         if(substring(plyermodel, -9,5) == "_lod1")
109                 return FallbackPlayerModel;
110         if(substring(plyermodel, -9,5) == "_lod2")
111                 return FallbackPlayerModel;
112         if(plyermodel != strtolower(plyermodel))
113                 return FallbackPlayerModel;
114         // also, restrict to server models
115         if(autocvar_sv_servermodelsonly)
116         {
117                 if(!fexists(plyermodel))
118                         return FallbackPlayerModel;
119         }
120         return plyermodel;
121 }
122
123 void setplayermodel(entity e, string modelname)
124 {
125         precache_model(modelname);
126         setmodel(e, modelname);
127         player_setupanimsformodel();
128         UpdatePlayerSounds();
129 }
130
131 /*
132 =============
133 PutObserverInServer
134
135 putting a client as observer in the server
136 =============
137 */
138 void FixPlayermodel();
139 void PutObserverInServer (void)
140 {
141         entity  spot;
142     self.hud = HUD_NORMAL;
143         race_PreSpawnObserver();
144
145         spot = SelectSpawnPoint (TRUE);
146         if(!spot)
147                 error("No spawnpoints for observers?!?\n");
148         RemoveGrapplingHook(self); // Wazat's Grappling Hook
149
150         if(IS_REAL_CLIENT(self))
151         {
152                 msg_entity = self;
153                 WriteByte(MSG_ONE, SVC_SETVIEW);
154                 WriteEntity(MSG_ONE, self);
155         }
156
157         if((g_race && g_race_qualifying) || g_cts)
158         {
159                 if(PlayerScore_Add(self, SP_RACE_FASTEST, 0))
160                         self.frags = FRAGS_LMS_LOSER;
161                 else
162                         self.frags = FRAGS_SPECTATOR;
163         }
164         else
165                 self.frags = FRAGS_SPECTATOR;
166
167         MUTATOR_CALLHOOK(MakePlayerObserver);
168
169         Portal_ClearAll(self);
170
171         if(self.alivetime)
172         {
173                 if(!warmup_stage)
174                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
175                 self.alivetime = 0;
176         }
177
178         if(self.vehicle)
179                 vehicles_exit(VHEF_RELESE);
180
181         WaypointSprite_PlayerDead();
182
183         if (!g_ca)  // don't reset teams when moving a ca player to the spectators
184                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog
185
186         if(self.killcount != -666)
187         {
188                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
189                 if(autocvar_g_chat_nospectators == 1 || (cvar("g_warmup") && !(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
190                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_CHAT_NOSPECTATORS);
191
192                 if(self.just_joined == FALSE) {
193                         LogTeamchange(self.playerid, -1, 4);
194                 } else
195                         self.just_joined = FALSE;
196         }
197
198         PlayerScore_Clear(self); // clear scores when needed
199
200         accuracy_resend(self);
201
202         self.spectatortime = time;
203
204         self.classname = "observer";
205         self.iscreature = FALSE;
206         self.teleportable = TELEPORT_SIMPLE;
207         self.damagedbycontents = FALSE;
208         self.health = -666;
209         self.takedamage = DAMAGE_NO;
210         self.solid = SOLID_NOT;
211         self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
212         self.flags = FL_CLIENT | FL_NOTARGET;
213         self.armorvalue = 666;
214         self.effects = 0;
215         self.armorvalue = autocvar_g_balance_armor_start;
216         self.pauserotarmor_finished = 0;
217         self.pauserothealth_finished = 0;
218         self.pauseregen_finished = 0;
219         self.damageforcescale = 0;
220         self.death_time = 0;
221         self.respawn_flags = 0;
222         self.respawn_time = 0;
223         self.stat_respawn_time = 0;
224         self.alpha = 0;
225         self.scale = 0;
226         self.fade_time = 0;
227         self.pain_frame = 0;
228         self.pain_finished = 0;
229         self.strength_finished = 0;
230         self.invincible_finished = 0;
231         self.superweapons_finished = 0;
232         self.pushltime = 0;
233         self.istypefrag = 0;
234         self.think = func_null;
235         self.nextthink = 0;
236         self.hook_time = 0;
237         self.deadflag = DEAD_NO;
238         self.angles = spot.angles;
239         self.angles_z = 0;
240         self.fixangle = TRUE;
241         self.crouch = FALSE;
242
243         setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
244         self.prevorigin = self.origin;
245         self.items = 0;
246         self.weapons = '0 0 0';
247         self.model = "";
248         FixPlayermodel();
249         setmodel(self, "null");
250         self.drawonlytoclient = self;
251
252         setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
253         self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
254
255         self.weapon = 0;
256         self.weaponname = "";
257         self.switchingweapon = 0;
258         self.weaponmodel = "";
259         self.weaponentity = world;
260         self.exteriorweaponentity = world;
261         self.killcount = -666;
262         self.velocity = '0 0 0';
263         self.avelocity = '0 0 0';
264         self.punchangle = '0 0 0';
265         self.punchvector = '0 0 0';
266         self.oldvelocity = self.velocity;
267         self.fire_endtime = -1;
268 }
269
270 .float model_randomizer;
271 void FixPlayermodel()
272 {
273         string defaultmodel;
274         float defaultskin, chmdl, oldskin, n, i;
275         vector m1, m2;
276
277         defaultmodel = "";
278         defaultskin = 0;
279         chmdl = FALSE;
280
281         if(autocvar_sv_defaultcharacter == 1)
282         {
283                 if(teamplay)
284                 {
285                         string s;
286                         s = Static_Team_ColorName_Lower(self.team);
287                         if(s != "neutral")
288                         {
289                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
290                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
291                         }
292                 }
293
294                 if(defaultmodel == "")
295                 {
296                         defaultmodel = autocvar_sv_defaultplayermodel;
297                         defaultskin = autocvar_sv_defaultplayerskin;
298                 }
299
300                 n = tokenize_console(defaultmodel);
301                 if(n > 0)
302                 {
303                         defaultmodel = argv(floor(n * self.model_randomizer));
304                         // However, do NOT randomize if the player-selected model is in the list.
305                         for (i = 0; i < n; ++i)
306                                 if ((argv(i) == self.playermodel && defaultskin == stof(self.playerskin)) || argv(i) == strcat(self.playermodel, ":", self.playerskin))
307                                         defaultmodel = argv(i);
308                 }
309
310                 i = strstrofs(defaultmodel, ":", 0);
311                 if(i >= 0)
312                 {
313                         defaultskin = stof(substring(defaultmodel, i+1, -1));
314                         defaultmodel = substring(defaultmodel, 0, i);
315                 }
316         }
317
318         if(defaultmodel != "")
319         {
320                 if (defaultmodel != self.model)
321                 {
322                         m1 = self.mins;
323                         m2 = self.maxs;
324                         setplayermodel (self, defaultmodel);
325                         setsize (self, m1, m2);
326                         chmdl = TRUE;
327                 }
328
329                 oldskin = self.skin;
330                 self.skin = defaultskin;
331         } else {
332                 if (self.playermodel != self.model || self.playermodel == "")
333                 {
334                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
335                         m1 = self.mins;
336                         m2 = self.maxs;
337                         setplayermodel (self, self.playermodel);
338                         setsize (self, m1, m2);
339                         chmdl = TRUE;
340                 }
341
342                 oldskin = self.skin;
343                 self.skin = stof(self.playerskin);
344         }
345
346         if(chmdl || oldskin != self.skin) // model or skin has changed
347         {
348                 self.species = player_getspecies(); // update species
349                 UpdatePlayerSounds(); // update skin sounds
350         }
351
352         if(!teamplay)
353                 if(strlen(autocvar_sv_defaultplayercolors))
354                         if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
355                                 setcolor(self, stof(autocvar_sv_defaultplayercolors));
356 }
357
358 /*
359 =============
360 PutClientInServer
361
362 Called when a client spawns in the server
363 =============
364 */
365 void PutClientInServer (void)
366 {
367         if(IS_BOT_CLIENT(self))
368                 self.classname = "player";
369         else if(IS_REAL_CLIENT(self))
370         {
371                 msg_entity = self;
372                 WriteByte(MSG_ONE, SVC_SETVIEW);
373                 WriteEntity(MSG_ONE, self);
374         }
375
376         // reset player keys
377         self.itemkeys = 0;
378
379         MUTATOR_CALLHOOK(PutClientInServer);
380
381         if(gameover)
382                 self.classname = "observer";
383
384         if(IS_PLAYER(self))
385         {
386                 entity spot, oldself;
387                 float j;
388
389                 accuracy_resend(self);
390
391                 if(self.team < 0)
392                         JoinBestTeam(self, FALSE, TRUE);
393
394                 race_PreSpawn();
395
396                 spot = SelectSpawnPoint (FALSE);
397                 if(!spot)
398                 {
399                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
400                         return; // spawn failed
401                 }
402
403                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
404
405                 if(self.vehicle)
406                         vehicles_exit(VHEF_RELESE);
407
408                 self.classname = "player";
409                 self.wasplayer = TRUE;
410                 self.iscreature = TRUE;
411                 self.teleportable = TELEPORT_NORMAL;
412                 self.damagedbycontents = TRUE;
413                 self.movetype = MOVETYPE_WALK;
414                 self.solid = SOLID_SLIDEBOX;
415                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
416                 if(autocvar_g_playerclip_collisions)
417                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
418                 if(IS_BOT_CLIENT(self) && autocvar_g_botclip_collisions)
419                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
420                 self.frags = FRAGS_PLAYER;
421                 if(INDEPENDENT_PLAYERS)
422                         MAKE_INDEPENDENT_PLAYER(self);
423                 self.flags = FL_CLIENT;
424                 if(autocvar__notarget)
425                         self.flags |= FL_NOTARGET;
426                 self.takedamage = DAMAGE_AIM;
427                 self.effects = 0;
428                 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
429                 self.air_finished = time + 12;
430                 self.dmg = 2;
431                 if(WEP_CVAR(vortex, charge))
432                 {
433                         if(WEP_CVAR_SEC(vortex, chargepool))
434                                 self.vortex_chargepool_ammo = 1;
435                         self.vortex_charge = WEP_CVAR(vortex, charge_start);
436                 }
437
438                 if(warmup_stage)
439                 {
440                         self.ammo_shells = warmup_start_ammo_shells;
441                         self.ammo_nails = warmup_start_ammo_nails;
442                         self.ammo_rockets = warmup_start_ammo_rockets;
443                         self.ammo_cells = warmup_start_ammo_cells;
444                         self.ammo_plasma = warmup_start_ammo_plasma;
445                         self.ammo_fuel = warmup_start_ammo_fuel;
446                         self.health = warmup_start_health;
447                         self.armorvalue = warmup_start_armorvalue;
448                         self.weapons = WARMUP_START_WEAPONS;
449                 }
450                 else
451                 {
452                         self.ammo_shells = start_ammo_shells;
453                         self.ammo_nails = start_ammo_nails;
454                         self.ammo_rockets = start_ammo_rockets;
455                         self.ammo_cells = start_ammo_cells;
456                         self.ammo_plasma = start_ammo_plasma;
457                         self.ammo_fuel = start_ammo_fuel;
458                         self.health = start_health;
459                         self.armorvalue = start_armorvalue;
460                         self.weapons = start_weapons;
461                 }
462
463                 if(self.weapons & WEPSET_SUPERWEAPONS)
464                         self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
465                 else
466                         self.superweapons_finished = 0;
467
468                 if(g_weaponarena_random) // WEAPONTODO: more stuff that should be in a mutator. also: rename those cvars
469                 {
470                         if(g_weaponarena_random_with_laser)
471                                 self.weapons &= ~WEPSET_BLASTER;
472                         W_RandomWeapons(self, g_weaponarena_random);
473                         if(g_weaponarena_random_with_laser)
474                                 self.weapons |= WEPSET_BLASTER;
475                 }
476
477                 self.items = start_items;
478
479                 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
480                 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
481                 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
482                 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
483                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
484                 //extend the pause of rotting if client was reset at the beginning of the countdown
485                 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
486                         self.spawnshieldtime += game_starttime - time;
487                         self.pauserotarmor_finished += game_starttime - time;
488                         self.pauserothealth_finished += game_starttime - time;
489                         self.pauseregen_finished += game_starttime - time;
490                 }
491                 self.damageforcescale = 2;
492                 self.death_time = 0;
493                 self.respawn_flags = 0;
494                 self.respawn_time = 0;
495                 self.stat_respawn_time = 0;
496                 self.scale = 0;
497                 self.fade_time = 0;
498                 self.pain_frame = 0;
499                 self.pain_finished = 0;
500                 self.strength_finished = 0;
501                 self.invincible_finished = 0;
502                 self.pushltime = 0;
503                 // players have no think function
504                 self.think = func_null;
505                 self.nextthink = 0;
506                 self.hook_time = 0;
507                 self.dmg_team = 0;
508                 self.ballistics_density = autocvar_g_ballistics_density_player;
509
510                 self.metertime = 0;
511
512                 self.deadflag = DEAD_NO;
513
514                 self.angles = spot.angles;
515
516                 self.angles_z = 0; // never spawn tilted even if the spot says to
517                 self.fixangle = TRUE; // turn this way immediately
518                 self.velocity = '0 0 0';
519                 self.avelocity = '0 0 0';
520                 self.punchangle = '0 0 0';
521                 self.punchvector = '0 0 0';
522                 self.oldvelocity = self.velocity;
523                 self.fire_endtime = -1;
524
525                 entity spawnevent = spawn();
526                 spawnevent.owner = self;
527                 Net_LinkEntity(spawnevent, FALSE, 0.5, SpawnEvent_Send);
528
529                 self.model = "";
530                 FixPlayermodel();
531                 self.drawonlytoclient = world;
532
533                 self.crouch = FALSE;
534                 self.view_ofs = PL_VIEW_OFS;
535                 setsize (self, PL_MIN, PL_MAX);
536                 self.spawnorigin = spot.origin;
537                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
538                 // don't reset back to last position, even if new position is stuck in solid
539                 self.oldorigin = self.origin;
540                 self.prevorigin = self.origin;
541                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
542                 self.lastteleporttime = time; // prevent insane speeds due to changing origin
543         self.hud = HUD_NORMAL;
544
545                 self.event_damage = PlayerDamage;
546
547                 self.bot_attack = TRUE;
548                 self.monster_attack = TRUE;
549                 
550                 self.spider_slowness = 0;
551
552                 self.statdraintime = time + 5;
553                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
554
555                 if(self.killcount == -666) {
556                         PlayerScore_Clear(self);
557                         self.killcount = 0;
558                 }
559
560                 CL_SpawnWeaponentity();
561                 self.alpha = default_player_alpha;
562                 self.colormod = '1 1 1' * autocvar_g_player_brightness;
563                 self.exteriorweaponentity.alpha = default_weapon_alpha;
564
565                 self.speedrunning = FALSE;
566
567                 race_PostSpawn(spot);
568
569                 //stuffcmd(self, "chase_active 0");
570                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
571
572                 target_voicescript_clear(self);
573
574                 // reset fields the weapons may use
575                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
576                 {
577                         WEP_ACTION(j, WR_RESETPLAYER);
578
579                         // all weapons must be fully loaded when we spawn
580                         entity e;
581                         e = get_weaponinfo(j);
582                         if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
583                                 self.(weapon_load[j]) = e.reloading_ammo;
584                 }
585
586                 oldself = self;
587                 self = spot;
588                         activator = oldself;
589                                 string s;
590                                 s = self.target;
591                                 self.target = string_null;
592                                 SUB_UseTargets();
593                                 self.target = s;
594                         activator = world;
595                 self = oldself;
596
597                 spawn_spot = spot;
598                 MUTATOR_CALLHOOK(PlayerSpawn);
599
600                 if(autocvar_spawn_debug)
601                 {
602                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
603                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
604                 }
605
606                 self.switchweapon = w_getbestweapon(self);
607                 self.cnt = -1; // W_LastWeapon will not complain
608                 self.weapon = 0;
609                 self.weaponname = "";
610                 self.switchingweapon = 0;
611
612                 if(!warmup_stage)
613                         if(!self.alivetime)
614                                 self.alivetime = time;
615
616                 antilag_clear(self);
617         }
618         else if(IS_OBSERVER(self))
619         {
620                 PutObserverInServer ();
621         }
622 }
623
624 .float ebouncefactor, ebouncestop; // electro's values
625 // TODO do we need all these fields, or should we stop autodetecting runtime
626 // changes and just have a console command to update this?
627 float ClientInit_SendEntity(entity to, float sf)
628 {
629         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
630         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
631         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
632         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
633         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
634         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
635         WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[0]));
636         WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[1]));
637         WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[2]));
638         WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[3]));
639
640         if(sv_foginterval && world.fog != "")
641                 WriteString(MSG_ENTITY, world.fog);
642         else
643                 WriteString(MSG_ENTITY, "");
644         WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
645         WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_mortar_bouncefactor // WEAPONTODO
646         WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_mortar_bouncestop
647         WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_mortar_bouncefactor
648         WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_mortar_bouncestop
649         WriteByte(MSG_ENTITY, WEP_CVAR(vortex, secondary)); // client has to know if it should zoom or not // WEAPONTODO
650         WriteByte(MSG_ENTITY, WEP_CVAR(rifle, secondary)); // client has to know if it should zoom or not // WEAPONTODO
651         WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
652         WriteByte(MSG_ENTITY, WEP_CVAR(minelayer, limit)); // minelayer max mines // WEAPONTODO
653         WriteByte(MSG_ENTITY, WEP_CVAR_SEC(hagar, load_max)); // hagar max loadable rockets // WEAPONTODO
654         WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
655         WriteByte(MSG_ENTITY, WEP_CVAR(porto, secondary)); // WEAPONTODO
656         return TRUE;
657 }
658
659 void ClientInit_CheckUpdate()
660 {
661         self.nextthink = time;
662         if(self.count != autocvar_g_balance_armor_blockpercent)
663         {
664                 self.count = autocvar_g_balance_armor_blockpercent;
665                 self.SendFlags |= 1;
666         }
667         if(self.bouncefactor != autocvar_g_balance_mortar_bouncefactor) // WEAPONTODO
668         {
669                 self.bouncefactor = autocvar_g_balance_mortar_bouncefactor;
670                 self.SendFlags |= 1;
671         }
672         if(self.bouncestop != autocvar_g_balance_mortar_bouncestop)
673         {
674                 self.bouncestop = autocvar_g_balance_mortar_bouncestop;
675                 self.SendFlags |= 1;
676         }
677         if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
678         {
679                 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
680                 self.SendFlags |= 1;
681         }
682         if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
683         {
684                 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
685                 self.SendFlags |= 1;
686         }
687 }
688
689 void ClientInit_Spawn()
690 {
691         entity o;
692         entity e;
693         e = spawn();
694         e.classname = "clientinit";
695         e.think = ClientInit_CheckUpdate;
696         Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
697
698         o = self;
699         self = e;
700         ClientInit_CheckUpdate();
701         self = o;
702 }
703
704 /*
705 =============
706 SetNewParms
707 =============
708 */
709 void SetNewParms (void)
710 {
711         // initialize parms for a new player
712         parm1 = -(86400 * 366);
713 }
714
715 /*
716 =============
717 SetChangeParms
718 =============
719 */
720 void SetChangeParms (void)
721 {
722         // save parms for level change
723         parm1 = self.parm_idlesince - time;
724 }
725
726 /*
727 =============
728 DecodeLevelParms
729 =============
730 */
731 void DecodeLevelParms (void)
732 {
733         // load parms
734         self.parm_idlesince = parm1;
735         if(self.parm_idlesince == -(86400 * 366))
736                 self.parm_idlesince = time;
737
738         // whatever happens, allow 60 seconds of idling directly after connect for map loading
739         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
740 }
741
742 /*
743 =============
744 ClientKill
745
746 Called when a client types 'kill' in the console
747 =============
748 */
749
750 .float clientkill_nexttime;
751 void ClientKill_Now_TeamChange()
752 {
753         if(self.killindicator_teamchange == -1)
754         {
755                 JoinBestTeam( self, FALSE, TRUE );
756         }
757         else if(self.killindicator_teamchange == -2)
758         {
759                 if(blockSpectators)
760                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
761                 PutObserverInServer();
762         }
763         else
764                 SV_ChangeTeam(self.killindicator_teamchange - 1);
765         self.killindicator_teamchange = 0;
766 }
767
768 void ClientKill_Now()
769 {
770         if(self.vehicle)
771         {
772             vehicles_exit(VHEF_RELESE);
773             if(!self.killindicator_teamchange)
774             {
775             self.vehicle_health = -1;
776             Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
777             }
778         }
779
780         if(self.killindicator && !wasfreed(self.killindicator))
781                 remove(self.killindicator);
782
783         self.killindicator = world;
784
785         if(self.killindicator_teamchange)
786                 ClientKill_Now_TeamChange();
787
788         // in any case:
789         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
790
791         // now I am sure the player IS dead
792 }
793 void KillIndicator_Think()
794 {
795         if (gameover)
796         {
797                 self.owner.killindicator = world;
798                 remove(self);
799                 return;
800         }
801
802         if (self.owner.alpha < 0 && !self.owner.vehicle)
803         {
804                 self.owner.killindicator = world;
805                 remove(self);
806                 return;
807         }
808
809         if(self.cnt <= 0)
810         {
811                 self = self.owner;
812                 ClientKill_Now(); // no oldself needed
813                 return;
814         }
815     else if(g_cts && self.health == 1) // health == 1 means that it's silent
816     {
817         self.nextthink = time + 1;
818         self.cnt -= 1;
819     }
820         else
821         {
822                 if(self.cnt <= 10)
823                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
824                 if(IS_REAL_CLIENT(self.owner))
825                 {
826                         if(self.cnt <= 10)
827                                 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
828                 }
829                 self.nextthink = time + 1;
830                 self.cnt -= 1;
831         }
832 }
833
834 float clientkilltime;
835 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
836 {
837         float killtime;
838         float starttime;
839         entity e;
840
841         if (gameover)
842                 return;
843
844         killtime = autocvar_g_balance_kill_delay;
845
846         if(g_race_qualifying || g_cts)
847                 killtime = 0;
848
849     if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
850     {
851                 remove(self.killindicator);
852                 self.killindicator = world;
853
854         ClientKill_Now(); // allow instant kill in this case
855         return;
856     }
857
858         self.killindicator_teamchange = targetteam;
859
860     if(!self.killindicator)
861         {
862                 if(self.deadflag == DEAD_NO)
863                 {
864                         killtime = max(killtime, self.clientkill_nexttime - time);
865                         self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
866                 }
867
868                 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
869                 {
870                         ClientKill_Now();
871                 }
872                 else
873                 {
874                         starttime = max(time, clientkilltime);
875
876                         self.killindicator = spawn();
877                         self.killindicator.owner = self;
878                         self.killindicator.scale = 0.5;
879                         setattachment(self.killindicator, self, "");
880                         setorigin(self.killindicator, '0 0 52');
881                         self.killindicator.think = KillIndicator_Think;
882                         self.killindicator.nextthink = starttime + (self.lip) * 0.05;
883                         clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
884                         self.killindicator.cnt = ceil(killtime);
885                         self.killindicator.count = bound(0, ceil(killtime), 10);
886                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
887
888                         for(e = world; (e = find(e, classname, "body")) != world; )
889                         {
890                                 if(e.enemy != self)
891                                         continue;
892                                 e.killindicator = spawn();
893                                 e.killindicator.owner = e;
894                                 e.killindicator.scale = 0.5;
895                                 setattachment(e.killindicator, e, "");
896                                 setorigin(e.killindicator, '0 0 52');
897                                 e.killindicator.think = KillIndicator_Think;
898                                 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
899                                 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
900                                 e.killindicator.cnt = ceil(killtime);
901                         }
902                         self.lip = 0;
903                 }
904         }
905         if(self.killindicator)
906         {
907                 if(targetteam == 0) // just die
908                 {
909                         self.killindicator.colormod = '0 0 0';
910                         if(IS_REAL_CLIENT(self))
911                         if(self.killindicator.cnt > 0)
912                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
913                 }
914                 else if(targetteam == -1) // auto
915                 {
916                         self.killindicator.colormod = '0 1 0';
917                         if(IS_REAL_CLIENT(self))
918                         if(self.killindicator.cnt > 0)
919                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
920                 }
921                 else if(targetteam == -2) // spectate
922                 {
923                         self.killindicator.colormod = '0.5 0.5 0.5';
924                         if(IS_REAL_CLIENT(self))
925                         if(self.killindicator.cnt > 0)
926                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
927                 }
928                 else
929                 {
930                         self.killindicator.colormod = Team_ColorRGB(targetteam);
931                         if(IS_REAL_CLIENT(self))
932                         if(self.killindicator.cnt > 0)
933                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
934                 }
935         }
936
937 }
938
939 void ClientKill (void)
940 {
941         if(gameover) return;
942         if(self.player_blocked) return;
943         if(self.freezetag_frozen) return;
944
945         ClientKill_TeamChange(0);
946 }
947
948 void CTS_ClientKill (entity e) // silent version of ClientKill, used when player finishes a CTS run. Useful to prevent cheating by running back to the start line and starting out with more speed
949 {
950     e.killindicator = spawn();
951     e.killindicator.owner = e;
952     e.killindicator.think = KillIndicator_Think;
953     e.killindicator.nextthink = time + (e.lip) * 0.05;
954     e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
955     e.killindicator.health = 1; // this is used to indicate that it should be silent
956     e.lip = 0;
957 }
958
959 void FixClientCvars(entity e)
960 {
961         // send prediction settings to the client
962         stuffcmd(e, "\nin_bindmap 0 0\n");
963         if(g_race || g_cts)
964                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
965         if(autocvar_g_antilag == 3) // client side hitscan
966                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
967         if(autocvar_sv_gentle)
968                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
969         /*
970          * we no longer need to stuff this. Remove this comment block if you feel
971          * 2.3 and higher (or was it 2.2.3?) don't need these any more
972         stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
973         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
974         stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
975         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
976         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
977         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
978         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
979         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
980         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
981         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
982         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
983         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
984         stuffcmd(e, "cl_movement_edgefriction 1\n");
985          */
986 }
987
988 float PlayerInIDList(entity p, string idlist)
989 {
990         float n, i;
991         string s;
992
993         // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
994         if (!p.crypto_idfp)
995                 return 0;
996
997         // this function allows abbreviated player IDs too!
998         n = tokenize_console(idlist);
999         for(i = 0; i < n; ++i)
1000         {
1001                 s = argv(i);
1002                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1003                         return 1;
1004         }
1005
1006         return 0;
1007 }
1008
1009 /*
1010 =============
1011 ClientConnect
1012
1013 Called when a client connects to the server
1014 =============
1015 */
1016 void DecodeLevelParms (void);
1017 //void dom_player_join_team(entity pl);
1018 void set_dom_state(entity e);
1019 void ClientConnect (void)
1020 {
1021         float t;
1022
1023         if(IS_CLIENT(self))
1024         {
1025                 print("Warning: ClientConnect, but already connected!\n");
1026                 return;
1027         }
1028
1029         if(Ban_MaybeEnforceBanOnce(self))
1030                 return;
1031
1032         DecodeLevelParms();
1033
1034 #ifdef WATERMARK
1035         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1036 #endif
1037
1038         self.classname = "player_joining";
1039
1040         self.flags = FL_CLIENT;
1041         self.version_nagtime = time + 10 + random() * 10;
1042
1043         if(player_count<0)
1044         {
1045                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1046                 player_count = 0;
1047         }
1048
1049         PlayerScore_Attach(self);
1050         ClientData_Attach();
1051         accuracy_init(self);
1052
1053         bot_clientconnect();
1054
1055         playerdemo_init();
1056
1057         anticheat_init();
1058
1059         race_PreSpawnObserver();
1060
1061         // identify the right forced team
1062         if(autocvar_g_campaign)
1063         {
1064                 if(IS_REAL_CLIENT(self)) // only players, not bots
1065                 {
1066                         switch(autocvar_g_campaign_forceteam)
1067                         {
1068                                 case 1: self.team_forced = NUM_TEAM_1; break;
1069                                 case 2: self.team_forced = NUM_TEAM_2; break;
1070                                 case 3: self.team_forced = NUM_TEAM_3; break;
1071                                 case 4: self.team_forced = NUM_TEAM_4; break;
1072                                 default: self.team_forced = 0;
1073                         }
1074                 }
1075         }
1076         else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1077                 self.team_forced = NUM_TEAM_1;
1078         else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1079                 self.team_forced = NUM_TEAM_2;
1080         else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1081                 self.team_forced = NUM_TEAM_3;
1082         else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1083                 self.team_forced = NUM_TEAM_4;
1084         else if(autocvar_g_forced_team_otherwise == "red")
1085                 self.team_forced = NUM_TEAM_1;
1086         else if(autocvar_g_forced_team_otherwise == "blue")
1087                 self.team_forced = NUM_TEAM_2;
1088         else if(autocvar_g_forced_team_otherwise == "yellow")
1089                 self.team_forced = NUM_TEAM_3;
1090         else if(autocvar_g_forced_team_otherwise == "pink")
1091                 self.team_forced = NUM_TEAM_4;
1092         else if(autocvar_g_forced_team_otherwise == "spectate")
1093                 self.team_forced = -1;
1094         else if(autocvar_g_forced_team_otherwise == "spectator")
1095                 self.team_forced = -1;
1096         else
1097                 self.team_forced = 0;
1098
1099         if(!teamplay)
1100                 if(self.team_forced > 0)
1101                         self.team_forced = 0;
1102
1103         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1104
1105         if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
1106                 self.classname = "observer";
1107         } else {
1108                 if(teamplay)
1109                 {
1110                         if(autocvar_g_balance_teams)
1111                         {
1112                                 self.classname = "player";
1113                                 campaign_bots_may_start = 1;
1114                         }
1115                         else
1116                         {
1117                                 self.classname = "observer"; // do it anyway
1118                         }
1119                 }
1120                 else
1121                 {
1122                         self.classname = "player";
1123                         campaign_bots_may_start = 1;
1124                 }
1125         }
1126
1127         self.playerid = (playerid_last = playerid_last + 1);
1128
1129         PlayerStats_AddEvent(sprintf("kills-%d", self.playerid));
1130
1131     if(IS_BOT_CLIENT(self))
1132         PlayerStats_AddPlayer(self);
1133
1134         if(autocvar_sv_eventlog)
1135                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
1136
1137         LogTeamchange(self.playerid, self.team, 1);
1138
1139         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects
1140
1141         self.netname_previous = strzone(self.netname);
1142
1143         if(IS_PLAYER(self) && teamplay)
1144                 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1145         else
1146                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1147
1148         stuffcmd(self, strcat(clientstuff, "\n"));
1149         stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1150
1151         FixClientCvars(self);
1152
1153         // spawnfunc_waypoint sprites
1154         WaypointSprite_InitClient(self);
1155
1156         // Wazat's grappling hook
1157         SetGrappleHookBindings();
1158
1159         // get version info from player
1160         stuffcmd(self, "cmd clientversion $gameversion\n");
1161
1162         // get other cvars from player
1163         GetCvars(0);
1164
1165         // notify about available teams
1166         if(teamplay)
1167         {
1168                 CheckAllowedTeams(self);
1169                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1170                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1171         }
1172         else
1173                 stuffcmd(self, "set _teams_available 0\n");
1174
1175         attach_entcs();
1176
1177         bot_relinkplayerlist();
1178
1179         self.spectatortime = time;
1180         if(blockSpectators)
1181         {
1182                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1183         }
1184
1185         self.jointime = time;
1186         self.allowed_timeouts = autocvar_sv_timeout_number;
1187
1188         if(IS_REAL_CLIENT(self))
1189         {
1190                 if(!autocvar_g_campaign)
1191                 {
1192                         self.motd_actived_time = -1;
1193                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1194                 }
1195
1196                 if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET_TUBA))
1197                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1198         }
1199
1200         if(!sv_foginterval && world.fog != "")
1201                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1202
1203         W_HitPlotOpen(self);
1204
1205         if(g_race || g_cts) {
1206                 string rr;
1207                 if(g_cts)
1208                         rr = CTS_RECORD;
1209                 else
1210                         rr = RACE_RECORD;
1211
1212                 msg_entity = self;
1213                 race_send_recordtime(MSG_ONE);
1214                 race_send_speedaward(MSG_ONE);
1215
1216                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1217                 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1218                 race_send_speedaward_alltimebest(MSG_ONE);
1219
1220                 float i;
1221                 for (i = 1; i <= RANKINGS_CNT; ++i) {
1222                         race_SendRankings(i, 0, 0, MSG_ONE);
1223                 }
1224         }
1225         else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1226                 send_CSQC_teamnagger();
1227
1228         CheatInitClient();
1229
1230         CSQCMODEL_AUTOINIT();
1231
1232         self.model_randomizer = random();
1233
1234         if(IS_REAL_CLIENT(self))
1235                 sv_notice_join();
1236
1237         MUTATOR_CALLHOOK(ClientConnect);
1238 }
1239 /*
1240 =============
1241 ClientDisconnect
1242
1243 Called when a client disconnects from the server
1244 =============
1245 */
1246 .entity chatbubbleentity;
1247 void ReadyCount();
1248 void ClientDisconnect (void)
1249 {
1250         if(self.vehicle)
1251             vehicles_exit(VHEF_RELESE);
1252
1253         if (!IS_CLIENT(self))
1254         {
1255                 print("Warning: ClientDisconnect without ClientConnect\n");
1256                 return;
1257         }
1258
1259         PlayerStats_AddGlobalInfo(self);
1260
1261         CheatShutdownClient();
1262
1263         W_HitPlotClose(self);
1264
1265         anticheat_report();
1266         anticheat_shutdown();
1267
1268         playerdemo_shutdown();
1269
1270         bot_clientdisconnect();
1271
1272         if(self.entcs)
1273                 detach_entcs();
1274
1275         if(autocvar_sv_eventlog)
1276                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1277
1278         Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1279
1280         MUTATOR_CALLHOOK(ClientDisconnect);
1281
1282         Portal_ClearAll(self);
1283
1284         RemoveGrapplingHook(self);
1285
1286         // Here, everything has been done that requires this player to be a client.
1287
1288         self.flags &= ~FL_CLIENT;
1289
1290         if (self.chatbubbleentity)
1291                 remove (self.chatbubbleentity);
1292
1293         if (self.killindicator)
1294                 remove (self.killindicator);
1295
1296         WaypointSprite_PlayerGone();
1297
1298         bot_relinkplayerlist();
1299
1300         accuracy_free(self);
1301         ClientData_Detach();
1302         PlayerScore_Detach(self);
1303
1304         if(self.netname_previous)
1305                 strunzone(self.netname_previous);
1306         if(self.clientstatus)
1307                 strunzone(self.clientstatus);
1308         if(self.weaponorder_byimpulse)
1309                 strunzone(self.weaponorder_byimpulse);
1310
1311         ClearPlayerSounds();
1312
1313         if(self.personal)
1314                 remove(self.personal);
1315
1316         self.playerid = 0;
1317         ReadyCount();
1318
1319         // free cvars
1320         GetCvars(-1);
1321 }
1322
1323 .float BUTTON_CHAT;
1324 void ChatBubbleThink()
1325 {
1326         self.nextthink = time;
1327         if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1328         {
1329                 if(self.owner) // but why can that ever be world?
1330                         self.owner.chatbubbleentity = world;
1331                 remove(self);
1332                 return;
1333         }
1334         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1335 #ifdef TETRIS
1336                 || self.owner.tetris_on
1337 #endif
1338         )
1339                 self.model = self.mdl;
1340         else
1341                 self.model = "";
1342 }
1343
1344 void UpdateChatBubble()
1345 {
1346         if (self.alpha < 0)
1347                 return;
1348         // spawn a chatbubble entity if needed
1349         if (!self.chatbubbleentity)
1350         {
1351                 self.chatbubbleentity = spawn();
1352                 self.chatbubbleentity.owner = self;
1353                 self.chatbubbleentity.exteriormodeltoclient = self;
1354                 self.chatbubbleentity.think = ChatBubbleThink;
1355                 self.chatbubbleentity.nextthink = time;
1356                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1357                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1358                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1359                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1360                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1361                 self.chatbubbleentity.model = "";
1362                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1363         }
1364 }
1365
1366
1367 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1368 // added to the model skins
1369 /*void UpdateColorModHack()
1370 {
1371         float c;
1372         c = self.clientcolors & 15;
1373         // LordHavoc: only bothering to support white, green, red, yellow, blue
1374              if (!teamplay) self.colormod = '0 0 0';
1375         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1376         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1377         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1378         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1379         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1380         else self.colormod = '1 1 1';
1381 }*/
1382
1383 void respawn(void)
1384 {
1385         if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1386         {
1387                 self.solid = SOLID_NOT;
1388                 self.takedamage = DAMAGE_NO;
1389                 self.movetype = MOVETYPE_FLY;
1390                 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1391                 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1392                 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1393                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1394                 if(autocvar_g_respawn_ghosts_maxtime)
1395                         SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1396         }
1397
1398         CopyBody(1);
1399
1400         self.effects |= EF_NODRAW; // prevent another CopyBody
1401         PutClientInServer();
1402 }
1403
1404 void play_countdown(float finished, string samp)
1405 {
1406         if(IS_REAL_CLIENT(self))
1407                 if(floor(finished - time - frametime) != floor(finished - time))
1408                         if(finished - time < 6)
1409                                 sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1410 }
1411
1412 void player_powerups (void)
1413 {
1414         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1415         olditems = self.items;
1416
1417         if((self.items & IT_USING_JETPACK) && !self.deadflag && !gameover)
1418                 self.modelflags |= MF_ROCKET;
1419         else
1420                 self.modelflags &= ~MF_ROCKET;
1421
1422         self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1423
1424         if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1425                 return;
1426
1427         Fire_ApplyDamage(self);
1428         Fire_ApplyEffect(self);
1429
1430         if (!g_minstagib)
1431         {
1432                 if (self.items & IT_STRENGTH)
1433                 {
1434                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1435                         self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1436                         if (time > self.strength_finished)
1437                         {
1438                                 self.items = self.items - (self.items & IT_STRENGTH);
1439                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1440                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1441                         }
1442                 }
1443                 else
1444                 {
1445                         if (time < self.strength_finished)
1446                         {
1447                                 self.items = self.items | IT_STRENGTH;
1448                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1449                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1450                         }
1451                 }
1452                 if (self.items & IT_INVINCIBLE)
1453                 {
1454                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1455                         self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1456                         if (time > self.invincible_finished)
1457                         {
1458                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1459                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1460                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1461                         }
1462                 }
1463                 else
1464                 {
1465                         if (time < self.invincible_finished)
1466                         {
1467                                 self.items = self.items | IT_INVINCIBLE;
1468                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1469                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1470                         }
1471                 }
1472                 if (self.items & IT_SUPERWEAPON)
1473                 {
1474                         if (!(self.weapons & WEPSET_SUPERWEAPONS))
1475                         {
1476                                 self.superweapons_finished = 0;
1477                                 self.items = self.items - (self.items & IT_SUPERWEAPON);
1478                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1479                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1480                         }
1481                         else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1482                         {
1483                                 // don't let them run out
1484                         }
1485                         else
1486                         {
1487                                 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1488                                 if (time > self.superweapons_finished)
1489                                 {
1490                                         self.items = self.items - (self.items & IT_SUPERWEAPON);
1491                                         self.weapons &= ~WEPSET_SUPERWEAPONS;
1492                                         //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1493                                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1494                                 }
1495                         }
1496                 }
1497                 else if(self.weapons & WEPSET_SUPERWEAPONS)
1498                 {
1499                         if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1500                         {
1501                                 self.items = self.items | IT_SUPERWEAPON;
1502                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1503                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1504                         }
1505                         else
1506                         {
1507                                 self.superweapons_finished = 0;
1508                                 self.weapons &= ~WEPSET_SUPERWEAPONS;
1509                         }
1510                 }
1511                 else
1512                 {
1513                         self.superweapons_finished = 0;
1514                 }
1515         }
1516
1517         if(autocvar_g_nodepthtestplayers)
1518                 self.effects = self.effects | EF_NODEPTHTEST;
1519
1520         if(autocvar_g_fullbrightplayers)
1521                 self.effects = self.effects | EF_FULLBRIGHT;
1522
1523         if (time >= game_starttime)
1524         if (time < self.spawnshieldtime)
1525                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1526
1527         MUTATOR_CALLHOOK(PlayerPowerups);
1528 }
1529
1530 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1531 {
1532         if(current > stable)
1533                 return current;
1534         else if(current > stable - 0.25) // when close enough, "snap"
1535                 return stable;
1536         else
1537                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1538 }
1539
1540 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1541 {
1542         if(current < stable)
1543                 return current;
1544         else if(current < stable + 0.25) // when close enough, "snap"
1545                 return stable;
1546         else
1547                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1548 }
1549
1550 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1551 {
1552         if(current > rotstable)
1553         {
1554                 if(rotframetime > 0)
1555                 {
1556                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1557                         current = max(rotstable, current - rotlinear * rotframetime);
1558                 }
1559         }
1560         else if(current < regenstable)
1561         {
1562                 if(regenframetime > 0)
1563                 {
1564                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1565                         current = min(regenstable, current + regenlinear * regenframetime);
1566                 }
1567         }
1568
1569         if(current > limit)
1570                 current = limit;
1571
1572         return current;
1573 }
1574
1575 void player_regen (void)
1576 {
1577         if(!MUTATOR_CALLHOOK(PlayerRegen))
1578         {
1579                 float minh, mina, maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1580                 maxh = autocvar_g_balance_health_rotstable;
1581                 maxa = autocvar_g_balance_armor_rotstable;
1582                 minh = autocvar_g_balance_health_regenstable;
1583                 mina = autocvar_g_balance_armor_regenstable;
1584                 limith = autocvar_g_balance_health_limit;
1585                 limita = autocvar_g_balance_armor_limit;
1586
1587                 max_mod = regen_mod = rot_mod = limit_mod = 1;
1588
1589                 maxh = maxh * max_mod;
1590                 minh = minh * max_mod;
1591                 limith = limith * limit_mod;
1592                 limita = limita * limit_mod;
1593
1594                 self.armorvalue = CalcRotRegen(self.armorvalue, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rot_mod * frametime * (time > self.pauserotarmor_finished), limita);
1595                 self.health = CalcRotRegen(self.health, minh, autocvar_g_balance_health_regen, autocvar_g_balance_health_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished), maxh, autocvar_g_balance_health_rot, autocvar_g_balance_health_rotlinear, rot_mod * frametime * (time > self.pauserothealth_finished), limith);
1596         }
1597
1598         // if player rotted to death...  die!
1599         // check this outside above checks, as player may still be able to rot to death
1600         if(self.health < 1)
1601                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1602
1603         if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1604         {
1605                 float minf, maxf, limitf;
1606
1607                 maxf = autocvar_g_balance_fuel_rotstable;
1608                 minf = autocvar_g_balance_fuel_regenstable;
1609                 limitf = autocvar_g_balance_fuel_limit;
1610
1611                 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > self.pauseregen_finished) * ((self.items & IT_FUEL_REGEN) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > self.pauserotfuel_finished), limitf);
1612         }
1613 }
1614
1615 float zoomstate_set;
1616 void SetZoomState(float z)
1617 {
1618         if(z != self.zoomstate)
1619         {
1620                 self.zoomstate = z;
1621                 ClientData_Touch(self);
1622         }
1623         zoomstate_set = 1;
1624 }
1625
1626 void GetPressedKeys(void) {
1627         MUTATOR_CALLHOOK(GetPressedKeys);
1628         if (self.movement_x > 0) // get if movement keys are pressed
1629         {       // forward key pressed
1630                 self.pressedkeys |= KEY_FORWARD;
1631                 self.pressedkeys &= ~KEY_BACKWARD;
1632         }
1633         else if (self.movement_x < 0)
1634         {       // backward key pressed
1635                 self.pressedkeys |= KEY_BACKWARD;
1636                 self.pressedkeys &= ~KEY_FORWARD;
1637         }
1638         else
1639         {       // no x input
1640                 self.pressedkeys &= ~KEY_FORWARD;
1641                 self.pressedkeys &= ~KEY_BACKWARD;
1642         }
1643
1644         if (self.movement_y > 0)
1645         {       // right key pressed
1646                 self.pressedkeys |= KEY_RIGHT;
1647                 self.pressedkeys &= ~KEY_LEFT;
1648         }
1649         else if (self.movement_y < 0)
1650         {       // left key pressed
1651                 self.pressedkeys |= KEY_LEFT;
1652                 self.pressedkeys &= ~KEY_RIGHT;
1653         }
1654         else
1655         {       // no y input
1656                 self.pressedkeys &= ~KEY_RIGHT;
1657                 self.pressedkeys &= ~KEY_LEFT;
1658         }
1659
1660         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
1661                 self.pressedkeys |= KEY_JUMP;
1662         else
1663                 self.pressedkeys &= ~KEY_JUMP;
1664         if (self.BUTTON_CROUCH)
1665                 self.pressedkeys |= KEY_CROUCH;
1666         else
1667                 self.pressedkeys &= ~KEY_CROUCH;
1668
1669         if (self.BUTTON_ATCK)
1670                 self.pressedkeys |= KEY_ATCK;
1671         else
1672                 self.pressedkeys &= ~KEY_ATCK;
1673         if (self.BUTTON_ATCK2)
1674                 self.pressedkeys |= KEY_ATCK2;
1675         else
1676                 self.pressedkeys &= ~KEY_ATCK2;
1677 }
1678
1679 /*
1680 ======================
1681 spectate mode routines
1682 ======================
1683 */
1684
1685 void SpectateCopy(entity spectatee) {
1686         other = spectatee;
1687         MUTATOR_CALLHOOK(SpectateCopy);
1688         self.armortype = spectatee.armortype;
1689         self.armorvalue = spectatee.armorvalue;
1690         self.ammo_cells = spectatee.ammo_cells;
1691         self.ammo_plasma = spectatee.ammo_plasma;
1692         self.ammo_shells = spectatee.ammo_shells;
1693         self.ammo_nails = spectatee.ammo_nails;
1694         self.ammo_rockets = spectatee.ammo_rockets;
1695         self.ammo_fuel = spectatee.ammo_fuel;
1696         self.clip_load = spectatee.clip_load;
1697         self.clip_size = spectatee.clip_size;
1698         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1699         self.health = spectatee.health;
1700         self.impulse = 0;
1701         self.items = spectatee.items;
1702         self.last_pickup = spectatee.last_pickup;
1703         self.hit_time = spectatee.hit_time;
1704         self.metertime = spectatee.metertime;
1705         self.strength_finished = spectatee.strength_finished;
1706         self.invincible_finished = spectatee.invincible_finished;
1707         self.pressedkeys = spectatee.pressedkeys;
1708         self.weapons = spectatee.weapons;
1709         self.switchweapon = spectatee.switchweapon;
1710         self.switchingweapon = spectatee.switchingweapon;
1711         self.weapon = spectatee.weapon;
1712         self.vortex_charge = spectatee.vortex_charge;
1713         self.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1714         self.hagar_load = spectatee.hagar_load;
1715         self.minelayer_mines = spectatee.minelayer_mines;
1716         self.punchangle = spectatee.punchangle;
1717         self.view_ofs = spectatee.view_ofs;
1718         self.velocity = spectatee.velocity;
1719         self.dmg_take = spectatee.dmg_take;
1720         self.dmg_save = spectatee.dmg_save;
1721         self.dmg_inflictor = spectatee.dmg_inflictor;
1722         self.v_angle = spectatee.v_angle;
1723         self.angles = spectatee.v_angle;
1724         if(!self.BUTTON_USE)
1725                 self.fixangle = TRUE;
1726         setorigin(self, spectatee.origin);
1727         setsize(self, spectatee.mins, spectatee.maxs);
1728         SetZoomState(spectatee.zoomstate);
1729
1730     anticheat_spectatecopy(spectatee);
1731         self.hud = spectatee.hud;
1732         if(spectatee.vehicle)
1733     {
1734         self.fixangle = FALSE;
1735         //self.velocity = spectatee.vehicle.velocity;
1736         self.vehicle_health = spectatee.vehicle_health;
1737         self.vehicle_shield = spectatee.vehicle_shield;
1738         self.vehicle_energy = spectatee.vehicle_energy;
1739         self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1740         self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1741         self.vehicle_reload1 = spectatee.vehicle_reload1;
1742         self.vehicle_reload2 = spectatee.vehicle_reload2;
1743
1744         msg_entity = self;
1745
1746         WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1747             WriteAngle(MSG_ONE,  spectatee.v_angle_x);
1748             WriteAngle(MSG_ONE,  spectatee.v_angle_y);
1749             WriteAngle(MSG_ONE,  spectatee.v_angle_z);
1750
1751         //WriteByte (MSG_ONE, SVC_SETVIEW);
1752         //    WriteEntity(MSG_ONE, self);
1753         //makevectors(spectatee.v_angle);
1754         //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1755     }
1756 }
1757
1758 float SpectateUpdate() {
1759         if(!self.enemy)
1760             return 0;
1761
1762         if (self == self.enemy)
1763                 return 0;
1764
1765         if (!IS_PLAYER(self.enemy))
1766                 return 0;
1767
1768         SpectateCopy(self.enemy);
1769
1770         return 1;
1771 }
1772
1773
1774 float SpectateSet()
1775 {
1776         if(self.enemy.classname != "player")
1777                 return FALSE;
1778         /*if(self.enemy.vehicle)
1779         {
1780
1781                 msg_entity = self;
1782                 WriteByte(MSG_ONE, SVC_SETVIEW);
1783                 WriteEntity(MSG_ONE, self.enemy);
1784                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1785
1786                 self.movetype = MOVETYPE_NONE;
1787                 accuracy_resend(self);
1788         }
1789         else
1790         {*/
1791                 msg_entity = self;
1792                 WriteByte(MSG_ONE, SVC_SETVIEW);
1793                 WriteEntity(MSG_ONE, self.enemy);
1794                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1795                 self.movetype = MOVETYPE_NONE;
1796                 accuracy_resend(self);
1797
1798                 if(!SpectateUpdate())
1799                         PutObserverInServer();
1800         //}
1801         return TRUE;
1802 }
1803
1804 float Spectate(entity pl)
1805 {
1806         if(g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1807         if(pl.team != self.team)
1808                 return 0;
1809
1810         self.enemy = pl;
1811         return SpectateSet();
1812 }
1813
1814 // Returns next available player to spectate if g_ca_spectate_enemies == 0
1815 entity CA_SpectateNext(entity start) {
1816         if (start.team == self.team) {
1817                 return start;
1818         }
1819
1820         other = start;
1821         // continue from current player
1822         while(other && other.team != self.team) {
1823                 other = find(other, classname, "player");
1824         }
1825
1826         if (!other) {
1827                 // restart from begining
1828                 other = find(other, classname, "player");
1829                 while(other && other.team != self.team) {
1830                         other = find(other, classname, "player");
1831                 }
1832         }
1833
1834         return other;
1835 }
1836
1837 float SpectateNext()
1838 {
1839         other = find(self.enemy, classname, "player");
1840
1841         if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
1842                 // CA and ca players when spectating enemies is forbidden
1843                 other = CA_SpectateNext(other);
1844         } else {
1845                 // other modes and ca spectators or spectating enemies is allowed
1846                 if (!other)
1847                         other = find(other, classname, "player");
1848         }
1849
1850         if (other)
1851                 self.enemy = other;
1852
1853         return SpectateSet();
1854 }
1855
1856 float SpectatePrev()
1857 {
1858         // NOTE: chain order is from the highest to the lower entnum (unlike find)
1859         other = findchain(classname, "player");
1860         if (!other) // no player
1861                 return FALSE;
1862
1863         entity first = other;
1864         // skip players until current spectated player
1865         if(self.enemy)
1866         while(other && other != self.enemy)
1867                 other = other.chain;
1868
1869         if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1870         {
1871                 do { other = other.chain; }
1872                 while(other && other.team != self.team);
1873
1874                 if (!other)
1875                 {
1876                         other = first;
1877                         while(other.team != self.team)
1878                                 other = other.chain;
1879                         if(other == self.enemy)
1880                                 return TRUE;
1881                 }
1882         }
1883         else
1884         {
1885                 if(other.chain)
1886                         other = other.chain;
1887                 else
1888                         other = first;
1889         }
1890         self.enemy = other;
1891         return SpectateSet();
1892 }
1893
1894 /*
1895 =============
1896 ShowRespawnCountdown()
1897
1898 Update a respawn countdown display.
1899 =============
1900 */
1901 void ShowRespawnCountdown()
1902 {
1903         float number;
1904         if(self.deadflag == DEAD_NO) // just respawned?
1905                 return;
1906         else
1907         {
1908                 number = ceil(self.respawn_time - time);
1909                 if(number <= 0)
1910                         return;
1911                 if(number <= self.respawn_countdown)
1912                 {
1913                         self.respawn_countdown = number - 1;
1914                         if(ceil(self.respawn_time - (time + 0.5)) == number) // only say it if it is the same number even in 0.5s; to prevent overlapping sounds
1915                                 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1916                 }
1917         }
1918 }
1919
1920 void LeaveSpectatorMode()
1921 {
1922         if(self.caplayer)
1923                 return;
1924         if(nJoinAllowed(self))
1925         {
1926                 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1927                 {
1928                         self.classname = "player";
1929
1930                         if(autocvar_g_campaign || autocvar_g_balance_teams)
1931                                 { JoinBestTeam(self, FALSE, TRUE); }
1932
1933                         if(autocvar_g_campaign)
1934                                 { campaign_bots_may_start = 1; }
1935
1936                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
1937
1938                         PutClientInServer();
1939
1940                         if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
1941                 }
1942                 else
1943                         stuffcmd(self, "menu_showteamselect\n");
1944         }
1945         else
1946         {
1947                 // Player may not join because g_maxplayers is set
1948                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
1949         }
1950 }
1951
1952 /**
1953  * Determines whether the player is allowed to join. This depends on cvar
1954  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
1955  * it checks whether the number of currently playing players exceeds g_maxplayers.
1956  * @return int number of free slots for players, 0 if none
1957  */
1958 float nJoinAllowed(entity ignore) {
1959         if(!ignore)
1960         // this is called that way when checking if anyone may be able to join (to build qcstatus)
1961         // so report 0 free slots if restricted
1962         {
1963                 if(autocvar_g_forced_team_otherwise == "spectate")
1964                         return 0;
1965                 if(autocvar_g_forced_team_otherwise == "spectator")
1966                         return 0;
1967         }
1968
1969         if(self.team_forced < 0)
1970                 return 0; // forced spectators can never join
1971
1972         // TODO simplify this
1973         entity e;
1974         float totalClients = 0;
1975         FOR_EACH_CLIENT(e)
1976                 if(e != ignore)
1977                         totalClients += 1;
1978
1979         if (!autocvar_g_maxplayers)
1980                 return maxclients - totalClients;
1981
1982         float currentlyPlaying = 0;
1983         FOR_EACH_REALCLIENT(e)
1984                 if(IS_PLAYER(e) || e.caplayer == 1)
1985                         currentlyPlaying += 1;
1986
1987         if(currentlyPlaying < autocvar_g_maxplayers)
1988                 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1989
1990         return 0;
1991 }
1992
1993 /**
1994  * Checks whether the client is an observer or spectator, if so, he will get kicked after
1995  * g_maxplayers_spectator_blocktime seconds
1996  */
1997 void checkSpectatorBlock() {
1998         if(IS_SPEC(self) || IS_OBSERVER(self)) {
1999                 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2000                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2001                         dropclient(self);
2002                 }
2003         }
2004 }
2005
2006 void PrintWelcomeMessage()
2007 {
2008         if(self.motd_actived_time == 0)
2009         {
2010                 if (autocvar_g_campaign) {
2011                         if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
2012                                 self.motd_actived_time = time;
2013                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
2014                         }
2015                 } else {
2016                         if (self.BUTTON_INFO) {
2017                                 self.motd_actived_time = time;
2018                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2019                         }
2020                 }
2021         }
2022         else if(self.motd_actived_time > 0) // showing MOTD or campaign message
2023         {
2024                 if (autocvar_g_campaign) {
2025                         if (self.BUTTON_INFO)
2026                                 self.motd_actived_time = time;
2027                         else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
2028                                 self.motd_actived_time = 0;
2029                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2030                         }
2031                 } else {
2032                         if (self.BUTTON_INFO)
2033                                 self.motd_actived_time = time;
2034                         else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2035                                 self.motd_actived_time = 0;
2036                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2037                         }
2038                 }
2039         }
2040         else //if(self.motd_actived_time < 0) // just connected, motd is active
2041         {
2042                 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
2043                         self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2044                 else if(self.motd_actived_time == -2 || IS_PLAYER(self))
2045                 {
2046                         // instanctly hide MOTD
2047                         self.motd_actived_time = 0;
2048                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2049                 }
2050         }
2051 }
2052
2053 void ObserverThink()
2054 {
2055         float prefered_movetype;
2056         if (self.flags & FL_JUMPRELEASED) {
2057                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2058                         self.flags &= ~FL_JUMPRELEASED;
2059                         self.flags |= FL_SPAWNING;
2060                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2061                         self.flags &= ~FL_JUMPRELEASED;
2062                         if(SpectateNext()) {
2063                                 self.classname = "spectator";
2064                         }
2065                 } else {
2066                         prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2067                         if (self.movetype != prefered_movetype)
2068                                 self.movetype = prefered_movetype;
2069                 }
2070         } else {
2071                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2072                         self.flags |= FL_JUMPRELEASED;
2073                         if(self.flags & FL_SPAWNING)
2074                         {
2075                                 self.flags &= ~FL_SPAWNING;
2076                                 LeaveSpectatorMode();
2077                                 return;
2078                         }
2079                 }
2080         }
2081 }
2082
2083 void SpectatorThink()
2084 {
2085         if (self.flags & FL_JUMPRELEASED) {
2086                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2087                         self.flags &= ~FL_JUMPRELEASED;
2088                         self.flags |= FL_SPAWNING;
2089                 } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
2090                         self.flags &= ~FL_JUMPRELEASED;
2091                         if(SpectateNext()) {
2092                                 self.classname = "spectator";
2093                         } else {
2094                                 self.classname = "observer";
2095                                 PutClientInServer();
2096                         }
2097                         self.impulse = 0;
2098                 } else if(self.impulse == 12 || self.impulse == 16  || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
2099                         self.flags &= ~FL_JUMPRELEASED;
2100                         if(SpectatePrev()) {
2101                                 self.classname = "spectator";
2102                         } else {
2103                                 self.classname = "observer";
2104                                 PutClientInServer();
2105                         }
2106                         self.impulse = 0;
2107                 } else if (self.BUTTON_ATCK2) {
2108                         self.flags &= ~FL_JUMPRELEASED;
2109                         self.classname = "observer";
2110                         PutClientInServer();
2111                 } else {
2112                         if(!SpectateUpdate())
2113                                 PutObserverInServer();
2114                 }
2115         } else {
2116                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2117                         self.flags |= FL_JUMPRELEASED;
2118                         if(self.flags & FL_SPAWNING)
2119                         {
2120                                 self.flags &= ~FL_SPAWNING;
2121                                 LeaveSpectatorMode();
2122                                 return;
2123                         }
2124                 }
2125                 if(!SpectateUpdate())
2126                         PutObserverInServer();
2127         }
2128
2129         self.flags |= FL_CLIENT | FL_NOTARGET;
2130 }
2131
2132 void PlayerUseKey()
2133 {
2134         if (!IS_PLAYER(self))
2135                 return;
2136
2137         if(self.vehicle)
2138         {
2139         vehicles_exit(VHEF_NORMAL);
2140         return;
2141         }
2142
2143         // a use key was pressed; call handlers
2144         MUTATOR_CALLHOOK(PlayerUseKey);
2145 }
2146
2147 /*
2148 =============
2149 PlayerPreThink
2150
2151 Called every frame for each client before the physics are run
2152 =============
2153 */
2154 .float usekeypressed;
2155 void() nexball_setstatus;
2156 .float items_added;
2157 void PlayerPreThink (void)
2158 {
2159         WarpZone_PlayerPhysics_FixVAngle();
2160
2161         self.stat_game_starttime = game_starttime;
2162         self.stat_round_starttime = round_starttime;
2163         self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2164         self.stat_leadlimit = autocvar_leadlimit;
2165
2166         if(frametime)
2167         {
2168                 // physics frames: update anticheat stuff
2169                 anticheat_prethink();
2170         }
2171
2172         if(blockSpectators && frametime)
2173                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2174                 checkSpectatorBlock();
2175
2176         zoomstate_set = 0;
2177
2178         if(self.netname_previous != self.netname)
2179         {
2180                 if(autocvar_sv_eventlog)
2181                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2182                 if(self.netname_previous)
2183                         strunzone(self.netname_previous);
2184                 self.netname_previous = strzone(self.netname);
2185         }
2186
2187         // version nagging
2188         if(self.version_nagtime)
2189                 if(self.cvar_g_xonoticversion)
2190                         if(time > self.version_nagtime)
2191                         {
2192                                 // don't notify git users
2193                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2194                                 {
2195                                         if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2196                                         {
2197                                                 // notify release users if connecting to git
2198                                                 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2199                                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2200                                         }
2201                                         else
2202                                         {
2203                                                 float r;
2204                                                 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2205                                                 if(r < 0)
2206                                                 {
2207                                                         // give users new version
2208                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - ^3Xonotic ", autocvar_g_xonoticversion, "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.org/^1!\n");
2209                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2210                                                 }
2211                                                 else if(r > 0)
2212                                                 {
2213                                                         // notify users about old server version
2214                                                         print("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2215                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2216                                                 }
2217                                         }
2218                                 }
2219                                 self.version_nagtime = 0;
2220                         }
2221
2222         // GOD MODE info
2223         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2224         {
2225                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2226                 self.max_armorvalue = 0;
2227         }
2228
2229 #ifdef TETRIS
2230         if (TetrisPreFrame())
2231                 return;
2232 #endif
2233
2234         MUTATOR_CALLHOOK(PlayerPreThink);
2235
2236         if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2237         {
2238                 if(self.BUTTON_USE && !self.usekeypressed)
2239                         PlayerUseKey();
2240                 self.usekeypressed = self.BUTTON_USE;
2241         }
2242
2243         if(IS_REAL_CLIENT(self))
2244                 PrintWelcomeMessage();
2245
2246         if(IS_PLAYER(self))
2247         {
2248
2249                 CheckRules_Player();
2250
2251                 if (intermission_running)
2252                 {
2253                         IntermissionThink ();   // otherwise a button could be missed between
2254                         return;                                 // the think tics
2255                 }
2256
2257                 //don't allow the player to turn around while game is paused!
2258                 if(timeout_status == TIMEOUT_ACTIVE) {
2259                         // FIXME turn this into CSQC stuff
2260                         self.v_angle = self.lastV_angle;
2261                         self.angles = self.lastV_angle;
2262                         self.fixangle = TRUE;
2263                 }
2264
2265                 if(frametime)
2266                 {
2267                         if(self.weapon == WEP_VORTEX && WEP_CVAR(vortex, charge))
2268                         {
2269                                 self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.vortex_charge / WEP_CVAR(vortex, charge_animlimit));
2270                                 self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.vortex_charge / WEP_CVAR(vortex, charge_animlimit));
2271                                 self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.vortex_charge / WEP_CVAR(vortex, charge_animlimit));
2272
2273                                 if(self.vortex_charge > WEP_CVAR(vortex, charge_animlimit))
2274                                 {
2275                                         self.weaponentity_glowmod_x = self.weaponentity_glowmod_x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.vortex_charge - WEP_CVAR(vortex, charge_animlimit)) / (1 - WEP_CVAR(vortex, charge_animlimit));
2276                                         self.weaponentity_glowmod_y = self.weaponentity_glowmod_y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.vortex_charge - WEP_CVAR(vortex, charge_animlimit)) / (1 - WEP_CVAR(vortex, charge_animlimit));
2277                                         self.weaponentity_glowmod_z = self.weaponentity_glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.vortex_charge - WEP_CVAR(vortex, charge_animlimit)) / (1 - WEP_CVAR(vortex, charge_animlimit));
2278                                 }
2279                         }
2280                         else
2281                                 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2282
2283                         player_powerups();
2284                 }
2285
2286                 if (self.deadflag != DEAD_NO)
2287                 {
2288                         if(self.personal && g_race_qualifying)
2289                         {
2290                                 if(time > self.respawn_time)
2291                                 {
2292                                         self.respawn_time = time + 1; // only retry once a second
2293                                         self.stat_respawn_time = self.respawn_time;
2294                                         respawn();
2295                                         self.impulse = 141;
2296                                 }
2297                         }
2298                         else
2299                         {
2300                                 float button_pressed;
2301                                 if(frametime)
2302                                         player_anim();
2303                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2304
2305                                 if (self.deadflag == DEAD_DYING)
2306                                 {
2307                                         if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2308                                                 self.deadflag = DEAD_RESPAWNING;
2309                                         else if(!button_pressed)
2310                                                 self.deadflag = DEAD_DEAD;
2311                                 }
2312                                 else if (self.deadflag == DEAD_DEAD)
2313                                 {
2314                                         if(button_pressed)
2315                                                 self.deadflag = DEAD_RESPAWNABLE;
2316                                         else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2317                                                 self.deadflag = DEAD_RESPAWNING;
2318                                 }
2319                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2320                                 {
2321                                         if(!button_pressed)
2322                                                 self.deadflag = DEAD_RESPAWNING;
2323                                 }
2324                                 else if (self.deadflag == DEAD_RESPAWNING)
2325                                 {
2326                                         if(time > self.respawn_time)
2327                                         {
2328                                                 self.respawn_time = time + 1; // only retry once a second
2329                                                 self.respawn_time_max = self.respawn_time;
2330                                                 respawn();
2331                                         }
2332                                 }
2333
2334                                 ShowRespawnCountdown();
2335
2336                                 if(self.respawn_flags & RESPAWN_SILENT)
2337                                         self.stat_respawn_time = 0;
2338                                 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2339                                         self.stat_respawn_time = self.respawn_time_max;
2340                                 else
2341                                         self.stat_respawn_time = self.respawn_time;
2342                         }
2343
2344                         // if respawning, invert stat_respawn_time to indicate this, the client translates it
2345                         if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2346                                 self.stat_respawn_time *= -1;
2347
2348                         return;
2349                 }
2350
2351                 self.prevorigin = self.origin;
2352
2353                 float do_crouch = self.BUTTON_CROUCH;
2354                 if(self.hook.state)
2355                         do_crouch = 0;
2356                 if(self.vehicle)
2357                         do_crouch = 0;
2358                 if(self.freezetag_frozen)
2359                         do_crouch = 0;
2360
2361                 // WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
2362                 // It cannot be predicted by the engine! 
2363                 if((self.weapon == WEP_SHOCKWAVE || self.weapon == WEP_SHOTGUN) && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2364                         do_crouch = 0;
2365
2366                 if (do_crouch)
2367                 {
2368                         if (!self.crouch)
2369                         {
2370                                 self.crouch = TRUE;
2371                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2372                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2373                                 // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
2374                         }
2375                 }
2376                 else
2377                 {
2378                         if (self.crouch)
2379                         {
2380                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2381                                 if (!trace_startsolid)
2382                                 {
2383                                         self.crouch = FALSE;
2384                                         self.view_ofs = PL_VIEW_OFS;
2385                                         setsize (self, PL_MIN, PL_MAX);
2386                                 }
2387                         }
2388                 }
2389
2390                 FixPlayermodel();
2391
2392                 GrapplingHookFrame();
2393
2394                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2395                 //if(frametime)
2396                 {
2397                         self.items &= ~self.items_added;
2398
2399                         W_WeaponFrame();
2400
2401                         self.items_added = 0;
2402                         if(self.items & IT_JETPACK)
2403                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2404                                         self.items_added |= IT_FUEL;
2405
2406                         self.items |= self.items_added;
2407                 }
2408
2409                 player_regen();
2410
2411                 // WEAPONTODO: Add a weapon request for this 
2412                 // rot nex charge to the charge limit
2413                 if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
2414                         self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2415
2416                 if(frametime)
2417                         player_anim();
2418
2419                 // secret status
2420                 secrets_setstatus();
2421
2422                 // monsters status
2423                 monsters_setstatus();
2424
2425                 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2426
2427                 //self.angles_y=self.v_angle_y + 90;   // temp
2428         } else if(gameover) {
2429                 if (intermission_running)
2430                         IntermissionThink ();   // otherwise a button could be missed between
2431                 return;
2432         } else if(IS_OBSERVER(self)) {
2433                 ObserverThink();
2434         } else if(IS_SPEC(self)) {
2435                 SpectatorThink();
2436         }
2437
2438         // WEAPONTODO: Add weapon request for this
2439         if(!zoomstate_set)
2440                 SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_VORTEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_RIFLE && WEP_CVAR(rifle, secondary) == 0)); // WEAPONTODO
2441
2442         float oldspectatee_status;
2443         oldspectatee_status = self.spectatee_status;
2444         if(IS_SPEC(self))
2445                 self.spectatee_status = num_for_edict(self.enemy);
2446         else if(IS_OBSERVER(self))
2447                 self.spectatee_status = num_for_edict(self);
2448         else
2449                 self.spectatee_status = 0;
2450         if(self.spectatee_status != oldspectatee_status)
2451         {
2452                 ClientData_Touch(self);
2453                 if(g_race || g_cts)
2454                         race_InitSpectator();
2455         }
2456
2457         if(self.teamkill_soundtime)
2458         if(time > self.teamkill_soundtime)
2459         {
2460                 self.teamkill_soundtime = 0;
2461
2462                 entity oldpusher, oldself;
2463
2464                 oldself = self; self = self.teamkill_soundsource;
2465                 oldpusher = self.pusher; self.pusher = oldself;
2466
2467                 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2468
2469                 self.pusher = oldpusher;
2470                 self = oldself;
2471         }
2472
2473         if(self.taunt_soundtime)
2474         if(time > self.taunt_soundtime)
2475         {
2476                 self.taunt_soundtime = 0;
2477                 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2478         }
2479
2480         target_voicescript_next(self);
2481
2482         // WEAPONTODO: Move into weaponsystem somehow
2483         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2484         if(!self.weapon)
2485                 self.clip_load = self.clip_size = 0;
2486 }
2487
2488 float isInvisibleString(string s)
2489 {
2490         float i, n, c;
2491         s = strdecolorize(s);
2492         for((i = 0), (n = strlen(s)); i < n; ++i)
2493         {
2494                 c = str2chr(s, i);
2495                 switch(c)
2496                 {
2497                         case 0:
2498                         case 32: // space
2499                                 break;
2500                         case 192: // charmap space
2501                                 if (!autocvar_utf8_enable)
2502                                         break;
2503                                 return FALSE;
2504                         case 160: // space in unicode fonts
2505                         case 0xE000 + 192: // utf8 charmap space
2506                                 if (autocvar_utf8_enable)
2507                                         break;
2508                         default:
2509                                 return FALSE;
2510                 }
2511         }
2512         return TRUE;
2513 }
2514
2515 /*
2516 =============
2517 PlayerPostThink
2518
2519 Called every frame for each client after the physics are run
2520 =============
2521 */
2522 .float idlekick_lasttimeleft;
2523 void PlayerPostThink (void)
2524 {
2525         // Savage: Check for nameless players
2526         if (isInvisibleString(self.netname)) {
2527                 self.netname = "Player";
2528                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2529         }
2530
2531         if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2532         if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2533         {
2534                 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2535                 {
2536                         if(self.idlekick_lasttimeleft)
2537                         {
2538                                 self.idlekick_lasttimeleft = 0;
2539                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2540                         }
2541                 }
2542                 else
2543                 {
2544                         float timeleft;
2545                         timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2546                         if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2547                         {
2548                                 if(!self.idlekick_lasttimeleft)
2549                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2550                         }
2551                         if(timeleft <= 0)
2552                         {
2553                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2554                                 dropclient(self);
2555                                 return;
2556                         }
2557                         else if(timeleft <= 10)
2558                         {
2559                                 if(timeleft != self.idlekick_lasttimeleft)
2560                                         { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2561                                 self.idlekick_lasttimeleft = timeleft;
2562                         }
2563                 }
2564         }
2565
2566 #ifdef TETRIS
2567         if(self.impulse == 100)
2568                 ImpulseCommands();
2569         if (!TetrisPostFrame())
2570         {
2571 #endif
2572
2573         CheatFrame();
2574
2575         //CheckPlayerJump();
2576
2577         if(IS_PLAYER(self)) {
2578                 CheckRules_Player();
2579                 UpdateChatBubble();
2580                 if (self.impulse)
2581                         ImpulseCommands();
2582                 if (intermission_running)
2583                         return;         // intermission or finale
2584                 GetPressedKeys();
2585         }
2586
2587 #ifdef TETRIS
2588         }
2589 #endif
2590
2591         /*
2592         float i;
2593         for(i = 0; i < 1000; ++i)
2594         {
2595                 vector end;
2596                 end = self.origin + '0 0 1024' + 512 * randomvec();
2597                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2598                 if(trace_fraction < 1)
2599                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2600                 {
2601                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2602                         break;
2603                 }
2604         }
2605         */
2606
2607         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
2608
2609         if(self.waypointsprite_attachedforcarrier)
2610                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON));
2611
2612         playerdemo_write();
2613
2614         if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
2615         {
2616                 if (!self.stored_netname)
2617                         self.stored_netname = strzone(uid2name(self.crypto_idfp));
2618                 if(self.stored_netname != self.netname)
2619                 {
2620                         db_put(ServerProgsDB, strcat("/uid2name/", self.crypto_idfp), self.netname);
2621                         strunzone(self.stored_netname);
2622                         self.stored_netname = strzone(self.netname);
2623                 }
2624         }
2625
2626         /*
2627         if(g_race)
2628                 dprintf("%f %.6f\n", time, race_GetFractionalLapCount(self));
2629         */
2630
2631         CSQCMODEL_AUTOUPDATE();
2632 }