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Merge remote-tracking branch 'origin/master' into samual/combined_updates
[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                         PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
175                 self.alivetime = 0;
176         }
177
178         if(self.vehicle)
179                 vehicles_exit(VHEF_RELESE);
180
181         WaypointSprite_PlayerDead();
182
183         if (!g_ca)  // don't reset teams when moving a ca player to the spectators
184                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog
185
186         if(self.killcount != -666)
187         {
188                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
189
190                 if(self.just_joined == FALSE) {
191                         LogTeamchange(self.playerid, -1, 4);
192                 } else
193                         self.just_joined = FALSE;
194         }
195
196         PlayerScore_Clear(self); // clear scores when needed
197
198         accuracy_resend(self);
199
200         self.spectatortime = time;
201
202         self.classname = "observer";
203         self.iscreature = FALSE;
204         self.teleportable = TELEPORT_SIMPLE;
205         self.damagedbycontents = FALSE;
206         self.health = -666;
207         self.takedamage = DAMAGE_NO;
208         self.solid = SOLID_NOT;
209         self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
210         self.flags = FL_CLIENT | FL_NOTARGET;
211         self.armorvalue = 666;
212         self.effects = 0;
213         self.armorvalue = autocvar_g_balance_armor_start;
214         self.pauserotarmor_finished = 0;
215         self.pauserothealth_finished = 0;
216         self.pauseregen_finished = 0;
217         self.damageforcescale = 0;
218         self.death_time = 0;
219         self.respawn_flags = 0;
220         self.respawn_time = 0;
221         self.stat_respawn_time = 0;
222         self.alpha = 0;
223         self.scale = 0;
224         self.fade_time = 0;
225         self.pain_frame = 0;
226         self.pain_finished = 0;
227         self.strength_finished = 0;
228         self.invincible_finished = 0;
229         self.superweapons_finished = 0;
230         self.pushltime = 0;
231         self.istypefrag = 0;
232         self.think = func_null;
233         self.nextthink = 0;
234         self.hook_time = 0;
235         self.deadflag = DEAD_NO;
236         self.angles = spot.angles;
237         self.angles_z = 0;
238         self.fixangle = TRUE;
239         self.crouch = FALSE;
240
241         setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
242         self.prevorigin = self.origin;
243         self.items = 0;
244         self.weapons = '0 0 0';
245         self.model = "";
246         FixPlayermodel();
247         setmodel(self, "null");
248         self.drawonlytoclient = self;
249
250         setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
251         self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
252
253         self.weapon = 0;
254         self.weaponname = "";
255         self.switchingweapon = 0;
256         self.weaponmodel = "";
257         self.weaponentity = world;
258         self.exteriorweaponentity = world;
259         self.killcount = -666;
260         self.velocity = '0 0 0';
261         self.avelocity = '0 0 0';
262         self.punchangle = '0 0 0';
263         self.punchvector = '0 0 0';
264         self.oldvelocity = self.velocity;
265         self.fire_endtime = -1;
266 }
267
268 .float model_randomizer;
269 void FixPlayermodel()
270 {
271         string defaultmodel;
272         float defaultskin, chmdl, oldskin, n, i;
273         vector m1, m2;
274
275         defaultmodel = "";
276         defaultskin = 0;
277         chmdl = FALSE;
278
279         if(autocvar_sv_defaultcharacter == 1)
280         {
281                 if(teamplay)
282                 {
283                         string s;
284                         s = Team_ColorName_Lower(self.team);
285                         if(s != "neutral")
286                         {
287                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
288                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
289                         }
290                 }
291
292                 if(defaultmodel == "")
293                 {
294                         defaultmodel = autocvar_sv_defaultplayermodel;
295                         defaultskin = autocvar_sv_defaultplayerskin;
296                 }
297
298                 n = tokenize_console(defaultmodel);
299                 if(n > 0)
300                 {
301                         defaultmodel = argv(floor(n * self.model_randomizer));
302                         // However, do NOT randomize if the player-selected model is in the list.
303                         for (i = 0; i < n; ++i)
304                                 if ((argv(i) == self.playermodel && defaultskin == stof(self.playerskin)) || argv(i) == strcat(self.playermodel, ":", self.playerskin))
305                                         defaultmodel = argv(i);
306                 }
307
308                 i = strstrofs(defaultmodel, ":", 0);
309                 if(i >= 0)
310                 {
311                         defaultskin = stof(substring(defaultmodel, i+1, -1));
312                         defaultmodel = substring(defaultmodel, 0, i);
313                 }
314         }
315
316         if(defaultmodel != "")
317         {
318                 if (defaultmodel != self.model)
319                 {
320                         m1 = self.mins;
321                         m2 = self.maxs;
322                         setplayermodel (self, defaultmodel);
323                         setsize (self, m1, m2);
324                         chmdl = TRUE;
325                 }
326
327                 oldskin = self.skin;
328                 self.skin = defaultskin;
329         } else {
330                 if (self.playermodel != self.model || self.playermodel == "")
331                 {
332                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
333                         m1 = self.mins;
334                         m2 = self.maxs;
335                         setplayermodel (self, self.playermodel);
336                         setsize (self, m1, m2);
337                         chmdl = TRUE;
338                 }
339
340                 oldskin = self.skin;
341                 self.skin = stof(self.playerskin);
342         }
343
344         if(chmdl || oldskin != self.skin) // model or skin has changed
345         {
346                 self.species = player_getspecies(); // update species
347                 UpdatePlayerSounds(); // update skin sounds
348         }
349
350         if(!teamplay)
351                 if(strlen(autocvar_sv_defaultplayercolors))
352                         if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
353                                 setcolor(self, stof(autocvar_sv_defaultplayercolors));
354 }
355
356 /*
357 =============
358 PutClientInServer
359
360 Called when a client spawns in the server
361 =============
362 */
363 void PutClientInServer (void)
364 {
365         if(IS_BOT_CLIENT(self))
366                 self.classname = "player";
367         else if(IS_REAL_CLIENT(self))
368         {
369                 msg_entity = self;
370                 WriteByte(MSG_ONE, SVC_SETVIEW);
371                 WriteEntity(MSG_ONE, self);
372         }
373
374         // reset player keys
375         self.itemkeys = 0;
376
377         MUTATOR_CALLHOOK(PutClientInServer);
378
379         if(gameover)
380                 self.classname = "observer";
381
382         if(IS_PLAYER(self))
383         {
384                 entity spot, oldself;
385                 float j;
386
387                 accuracy_resend(self);
388
389                 if(self.team < 0)
390                         JoinBestTeam(self, FALSE, TRUE);
391
392                 race_PreSpawn();
393
394                 spot = SelectSpawnPoint (FALSE);
395                 if(!spot)
396                 {
397                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
398                         return; // spawn failed
399                 }
400
401                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
402
403                 if(self.vehicle)
404                         vehicles_exit(VHEF_RELESE);
405
406                 self.classname = "player";
407                 self.wasplayer = TRUE;
408                 self.iscreature = TRUE;
409                 self.teleportable = TELEPORT_NORMAL;
410                 self.damagedbycontents = TRUE;
411                 self.movetype = MOVETYPE_WALK;
412                 self.solid = SOLID_SLIDEBOX;
413                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
414                 if(autocvar_g_playerclip_collisions)
415                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
416                 if(IS_BOT_CLIENT(self) && autocvar_g_botclip_collisions)
417                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
418                 self.frags = FRAGS_PLAYER;
419                 if(INDEPENDENT_PLAYERS)
420                         MAKE_INDEPENDENT_PLAYER(self);
421                 self.flags = FL_CLIENT;
422                 if(autocvar__notarget)
423                         self.flags |= FL_NOTARGET;
424                 self.takedamage = DAMAGE_AIM;
425                 self.effects = 0;
426                 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
427                 self.air_finished = time + 12;
428                 self.dmg = 2;
429                 if(autocvar_g_balance_nex_charge)
430                 {
431                         if(autocvar_g_balance_nex_secondary_chargepool)
432                                 self.nex_chargepool_ammo = 1;
433                         self.nex_charge = autocvar_g_balance_nex_charge_start;
434                 }
435
436                 if(warmup_stage)
437                 {
438                         self.ammo_shells = warmup_start_ammo_shells;
439                         self.ammo_nails = warmup_start_ammo_nails;
440                         self.ammo_rockets = warmup_start_ammo_rockets;
441                         self.ammo_cells = warmup_start_ammo_cells;
442                         self.ammo_fuel = warmup_start_ammo_fuel;
443                         self.health = warmup_start_health;
444                         self.armorvalue = warmup_start_armorvalue;
445                         self.weapons = WARMUP_START_WEAPONS;
446                 }
447                 else
448                 {
449                         self.ammo_shells = start_ammo_shells;
450                         self.ammo_nails = start_ammo_nails;
451                         self.ammo_rockets = start_ammo_rockets;
452                         self.ammo_cells = start_ammo_cells;
453                         self.ammo_fuel = start_ammo_fuel;
454                         self.health = start_health;
455                         self.armorvalue = start_armorvalue;
456                         self.weapons = start_weapons;
457                 }
458
459                 if(self.weapons & WEPSET_SUPERWEAPONS)
460                         self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
461                 else
462                         self.superweapons_finished = 0;
463
464                 if(g_weaponarena_random)
465                 {
466                         if(g_weaponarena_random_with_laser)
467                                 self.weapons &= ~WEPSET_LASER;
468                         W_RandomWeapons(self, g_weaponarena_random);
469                         if(g_weaponarena_random_with_laser)
470                                 self.weapons |= WEPSET_LASER;
471                 }
472
473                 self.items = start_items;
474
475                 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
476                 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
477                 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
478                 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
479                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
480                 //extend the pause of rotting if client was reset at the beginning of the countdown
481                 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
482                         self.spawnshieldtime += game_starttime - time;
483                         self.pauserotarmor_finished += game_starttime - time;
484                         self.pauserothealth_finished += game_starttime - time;
485                         self.pauseregen_finished += game_starttime - time;
486                 }
487                 self.damageforcescale = 2;
488                 self.death_time = 0;
489                 self.respawn_flags = 0;
490                 self.respawn_time = 0;
491                 self.stat_respawn_time = 0;
492                 self.scale = 0;
493                 self.fade_time = 0;
494                 self.pain_frame = 0;
495                 self.pain_finished = 0;
496                 self.strength_finished = 0;
497                 self.invincible_finished = 0;
498                 self.pushltime = 0;
499                 // players have no think function
500                 self.think = func_null;
501                 self.nextthink = 0;
502                 self.hook_time = 0;
503                 self.dmg_team = 0;
504                 self.ballistics_density = autocvar_g_ballistics_density_player;
505
506                 self.metertime = 0;
507
508                 self.deadflag = DEAD_NO;
509
510                 self.angles = spot.angles;
511
512                 self.angles_z = 0; // never spawn tilted even if the spot says to
513                 self.fixangle = TRUE; // turn this way immediately
514                 self.velocity = '0 0 0';
515                 self.avelocity = '0 0 0';
516                 self.punchangle = '0 0 0';
517                 self.punchvector = '0 0 0';
518                 self.oldvelocity = self.velocity;
519                 self.fire_endtime = -1;
520
521                 entity spawnevent = spawn();
522                 spawnevent.owner = self;
523                 Net_LinkEntity(spawnevent, FALSE, 0.5, SpawnEvent_Send);
524
525                 self.model = "";
526                 FixPlayermodel();
527                 self.drawonlytoclient = world;
528
529                 self.crouch = FALSE;
530                 self.view_ofs = PL_VIEW_OFS;
531                 setsize (self, PL_MIN, PL_MAX);
532                 self.spawnorigin = spot.origin;
533                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
534                 // don't reset back to last position, even if new position is stuck in solid
535                 self.oldorigin = self.origin;
536                 self.prevorigin = self.origin;
537                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
538                 self.lastteleporttime = time; // prevent insane speeds due to changing origin
539         self.hud = HUD_NORMAL;
540
541                 self.event_damage = PlayerDamage;
542
543                 self.bot_attack = TRUE;
544                 self.monster_attack = TRUE;
545                 
546                 self.spider_slowness = 0;
547
548                 self.statdraintime = time + 5;
549                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
550
551                 if(self.killcount == -666) {
552                         PlayerScore_Clear(self);
553                         self.killcount = 0;
554                 }
555
556                 CL_SpawnWeaponentity();
557                 self.alpha = default_player_alpha;
558                 self.colormod = '1 1 1' * autocvar_g_player_brightness;
559                 self.exteriorweaponentity.alpha = default_weapon_alpha;
560
561                 self.speedrunning = FALSE;
562
563                 race_PostSpawn(spot);
564
565                 //stuffcmd(self, "chase_active 0");
566                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
567
568                 target_voicescript_clear(self);
569
570                 // reset fields the weapons may use
571                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
572                 {
573                         weapon_action(j, WR_RESETPLAYER);
574
575                         // all weapons must be fully loaded when we spawn
576                         entity e;
577                         e = get_weaponinfo(j);
578                         if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
579                                 self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
580                 }
581
582                 oldself = self;
583                 self = spot;
584                         activator = oldself;
585                                 string s;
586                                 s = self.target;
587                                 self.target = string_null;
588                                 SUB_UseTargets();
589                                 self.target = s;
590                         activator = world;
591                 self = oldself;
592
593                 spawn_spot = spot;
594                 MUTATOR_CALLHOOK(PlayerSpawn);
595
596                 if(autocvar_spawn_debug)
597                 {
598                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
599                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
600                 }
601
602                 self.switchweapon = w_getbestweapon(self);
603                 self.cnt = -1; // W_LastWeapon will not complain
604                 self.weapon = 0;
605                 self.weaponname = "";
606                 self.switchingweapon = 0;
607
608                 if(!warmup_stage)
609                         if(!self.alivetime)
610                                 self.alivetime = time;
611
612                 antilag_clear(self);
613         }
614         else if(IS_OBSERVER(self))
615         {
616                 PutObserverInServer ();
617         }
618 }
619
620 .float ebouncefactor, ebouncestop; // electro's values
621 // TODO do we need all these fields, or should we stop autodetecting runtime
622 // changes and just have a console command to update this?
623 float ClientInit_SendEntity(entity to, float sf)
624 {
625         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
626         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
627         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
628         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
629         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
630         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
631         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
632         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
633         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
634         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
635         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
636         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
637         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
638         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
639         if(sv_foginterval && world.fog != "")
640                 WriteString(MSG_ENTITY, world.fog);
641         else
642                 WriteString(MSG_ENTITY, "");
643         WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
644         WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
645         WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
646         WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
647         WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
648         WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
649         WriteByte(MSG_ENTITY, autocvar_g_balance_rifle_secondary); // client has to know if it should zoom or not
650         WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
651         WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
652         WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
653         WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
654         WriteByte(MSG_ENTITY, autocvar_g_balance_porto_secondary);
655         return TRUE;
656 }
657
658 void ClientInit_CheckUpdate()
659 {
660         self.nextthink = time;
661         if(self.count != autocvar_g_balance_armor_blockpercent)
662         {
663                 self.count = autocvar_g_balance_armor_blockpercent;
664                 self.SendFlags |= 1;
665         }
666         if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
667         {
668                 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
669                 self.SendFlags |= 1;
670         }
671         if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
672         {
673                 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
674                 self.SendFlags |= 1;
675         }
676         if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
677         {
678                 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
679                 self.SendFlags |= 1;
680         }
681         if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
682         {
683                 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
684                 self.SendFlags |= 1;
685         }
686 }
687
688 void ClientInit_Spawn()
689 {
690         entity o;
691         entity e;
692         e = spawn();
693         e.classname = "clientinit";
694         e.think = ClientInit_CheckUpdate;
695         Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
696
697         o = self;
698         self = e;
699         ClientInit_CheckUpdate();
700         self = o;
701 }
702
703 /*
704 =============
705 SetNewParms
706 =============
707 */
708 void SetNewParms (void)
709 {
710         // initialize parms for a new player
711         parm1 = -(86400 * 366);
712 }
713
714 /*
715 =============
716 SetChangeParms
717 =============
718 */
719 void SetChangeParms (void)
720 {
721         // save parms for level change
722         parm1 = self.parm_idlesince - time;
723 }
724
725 /*
726 =============
727 DecodeLevelParms
728 =============
729 */
730 void DecodeLevelParms (void)
731 {
732         // load parms
733         self.parm_idlesince = parm1;
734         if(self.parm_idlesince == -(86400 * 366))
735                 self.parm_idlesince = time;
736
737         // whatever happens, allow 60 seconds of idling directly after connect for map loading
738         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
739 }
740
741 /*
742 =============
743 ClientKill
744
745 Called when a client types 'kill' in the console
746 =============
747 */
748
749 .float clientkill_nexttime;
750 void ClientKill_Now_TeamChange()
751 {
752         if(self.killindicator_teamchange == -1)
753         {
754                 JoinBestTeam( self, FALSE, TRUE );
755         }
756         else if(self.killindicator_teamchange == -2)
757         {
758                 if(blockSpectators)
759                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
760                 PutObserverInServer();
761         }
762         else
763                 SV_ChangeTeam(self.killindicator_teamchange - 1);
764         self.killindicator_teamchange = 0;
765 }
766
767 void ClientKill_Now()
768 {
769         if(self.vehicle)
770         {
771             vehicles_exit(VHEF_RELESE);
772             if(!self.killindicator_teamchange)
773             {
774             self.vehicle_health = -1;
775             Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
776             }
777         }
778
779         if(self.killindicator && !wasfreed(self.killindicator))
780                 remove(self.killindicator);
781
782         self.killindicator = world;
783
784         if(self.killindicator_teamchange)
785                 ClientKill_Now_TeamChange();
786
787         // in any case:
788         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
789
790         // now I am sure the player IS dead
791 }
792 void KillIndicator_Think()
793 {
794         if (gameover)
795         {
796                 self.owner.killindicator = world;
797                 remove(self);
798                 return;
799         }
800
801         if (self.owner.alpha < 0 && !self.owner.vehicle)
802         {
803                 self.owner.killindicator = world;
804                 remove(self);
805                 return;
806         }
807
808         if(self.cnt <= 0)
809         {
810                 self = self.owner;
811                 ClientKill_Now(); // no oldself needed
812                 return;
813         }
814     else if(g_cts && self.health == 1) // health == 1 means that it's silent
815     {
816         self.nextthink = time + 1;
817         self.cnt -= 1;
818     }
819         else
820         {
821                 if(self.cnt <= 10)
822                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
823                 if(IS_REAL_CLIENT(self.owner))
824                 {
825                         if(self.cnt <= 10)
826                                 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
827                 }
828                 self.nextthink = time + 1;
829                 self.cnt -= 1;
830         }
831 }
832
833 float clientkilltime;
834 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
835 {
836         float killtime;
837         float starttime;
838         entity e;
839
840         if (gameover)
841                 return;
842
843         killtime = autocvar_g_balance_kill_delay;
844
845         if(g_race_qualifying || g_cts)
846                 killtime = 0;
847
848     if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
849     {
850                 remove(self.killindicator);
851                 self.killindicator = world;
852
853         ClientKill_Now(); // allow instant kill in this case
854         return;
855     }
856
857         self.killindicator_teamchange = targetteam;
858
859     if(!self.killindicator)
860         {
861                 if(self.deadflag == DEAD_NO)
862                 {
863                         killtime = max(killtime, self.clientkill_nexttime - time);
864                         self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
865                 }
866
867                 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
868                 {
869                         ClientKill_Now();
870                 }
871                 else
872                 {
873                         starttime = max(time, clientkilltime);
874
875                         self.killindicator = spawn();
876                         self.killindicator.owner = self;
877                         self.killindicator.scale = 0.5;
878                         setattachment(self.killindicator, self, "");
879                         setorigin(self.killindicator, '0 0 52');
880                         self.killindicator.think = KillIndicator_Think;
881                         self.killindicator.nextthink = starttime + (self.lip) * 0.05;
882                         clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
883                         self.killindicator.cnt = ceil(killtime);
884                         self.killindicator.count = bound(0, ceil(killtime), 10);
885                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
886
887                         for(e = world; (e = find(e, classname, "body")) != world; )
888                         {
889                                 if(e.enemy != self)
890                                         continue;
891                                 e.killindicator = spawn();
892                                 e.killindicator.owner = e;
893                                 e.killindicator.scale = 0.5;
894                                 setattachment(e.killindicator, e, "");
895                                 setorigin(e.killindicator, '0 0 52');
896                                 e.killindicator.think = KillIndicator_Think;
897                                 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
898                                 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
899                                 e.killindicator.cnt = ceil(killtime);
900                         }
901                         self.lip = 0;
902                 }
903         }
904         if(self.killindicator)
905         {
906                 if(targetteam == 0) // just die
907                 {
908                         self.killindicator.colormod = '0 0 0';
909                         if(IS_REAL_CLIENT(self))
910                         if(self.killindicator.cnt > 0)
911                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
912                 }
913                 else if(targetteam == -1) // auto
914                 {
915                         self.killindicator.colormod = '0 1 0';
916                         if(IS_REAL_CLIENT(self))
917                         if(self.killindicator.cnt > 0)
918                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
919                 }
920                 else if(targetteam == -2) // spectate
921                 {
922                         self.killindicator.colormod = '0.5 0.5 0.5';
923                         if(IS_REAL_CLIENT(self))
924                         if(self.killindicator.cnt > 0)
925                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
926                 }
927                 else
928                 {
929                         self.killindicator.colormod = Team_ColorRGB(targetteam);
930                         if(IS_REAL_CLIENT(self))
931                         if(self.killindicator.cnt > 0)
932                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
933                 }
934         }
935
936 }
937
938 void ClientKill (void)
939 {
940         if(gameover) return;
941         if(self.player_blocked) return;
942         if(self.freezetag_frozen) return;
943
944         ClientKill_TeamChange(0);
945 }
946
947 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
948 {
949     e.killindicator = spawn();
950     e.killindicator.owner = e;
951     e.killindicator.think = KillIndicator_Think;
952     e.killindicator.nextthink = time + (e.lip) * 0.05;
953     e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
954     e.killindicator.health = 1; // this is used to indicate that it should be silent
955     e.lip = 0;
956 }
957
958 void FixClientCvars(entity e)
959 {
960         // send prediction settings to the client
961         stuffcmd(e, "\nin_bindmap 0 0\n");
962         if(g_race || g_cts)
963                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
964         if(autocvar_g_antilag == 3) // client side hitscan
965                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
966         if(autocvar_sv_gentle)
967                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
968         /*
969          * we no longer need to stuff this. Remove this comment block if you feel
970          * 2.3 and higher (or was it 2.2.3?) don't need these any more
971         stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
972         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
973         stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
974         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
975         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
976         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
977         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
978         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
979         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
980         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
981         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
982         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
983         stuffcmd(e, "cl_movement_edgefriction 1\n");
984          */
985 }
986
987 float PlayerInIDList(entity p, string idlist)
988 {
989         float n, i;
990         string s;
991
992         // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
993         if (!p.crypto_idfp)
994                 return 0;
995
996         // this function allows abbreviated player IDs too!
997         n = tokenize_console(idlist);
998         for(i = 0; i < n; ++i)
999         {
1000                 s = argv(i);
1001                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1002                         return 1;
1003         }
1004
1005         return 0;
1006 }
1007
1008 /*
1009 =============
1010 ClientConnect
1011
1012 Called when a client connects to the server
1013 =============
1014 */
1015 void DecodeLevelParms (void);
1016 //void dom_player_join_team(entity pl);
1017 void set_dom_state(entity e);
1018 void ClientConnect (void)
1019 {
1020         float t;
1021
1022         if(IS_CLIENT(self))
1023         {
1024                 print("Warning: ClientConnect, but already connected!\n");
1025                 return;
1026         }
1027
1028         if(Ban_MaybeEnforceBanOnce(self))
1029                 return;
1030
1031         DecodeLevelParms();
1032
1033 #ifdef WATERMARK
1034         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1035 #endif
1036
1037         self.classname = "player_joining";
1038
1039         self.flags = FL_CLIENT;
1040         self.version_nagtime = time + 10 + random() * 10;
1041
1042         if(player_count<0)
1043         {
1044                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1045                 player_count = 0;
1046         }
1047
1048         //PlayerInfo_Basic(self);
1049         PlayerStats_PlayerBasic();
1050
1051         PlayerScore_Attach(self);
1052         ClientData_Attach();
1053         accuracy_init(self);
1054
1055         bot_clientconnect();
1056
1057         playerdemo_init();
1058
1059         anticheat_init();
1060
1061         race_PreSpawnObserver();
1062
1063         // identify the right forced team
1064         if(autocvar_g_campaign)
1065         {
1066                 if(IS_REAL_CLIENT(self)) // only players, not bots
1067                 {
1068                         switch(autocvar_g_campaign_forceteam)
1069                         {
1070                                 case 1: self.team_forced = NUM_TEAM_1; break;
1071                                 case 2: self.team_forced = NUM_TEAM_2; break;
1072                                 case 3: self.team_forced = NUM_TEAM_3; break;
1073                                 case 4: self.team_forced = NUM_TEAM_4; break;
1074                                 default: self.team_forced = 0;
1075                         }
1076                 }
1077         }
1078         else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1079                 self.team_forced = NUM_TEAM_1;
1080         else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1081                 self.team_forced = NUM_TEAM_2;
1082         else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1083                 self.team_forced = NUM_TEAM_3;
1084         else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1085                 self.team_forced = NUM_TEAM_4;
1086         else if(autocvar_g_forced_team_otherwise == "red")
1087                 self.team_forced = NUM_TEAM_1;
1088         else if(autocvar_g_forced_team_otherwise == "blue")
1089                 self.team_forced = NUM_TEAM_2;
1090         else if(autocvar_g_forced_team_otherwise == "yellow")
1091                 self.team_forced = NUM_TEAM_3;
1092         else if(autocvar_g_forced_team_otherwise == "pink")
1093                 self.team_forced = NUM_TEAM_4;
1094         else if(autocvar_g_forced_team_otherwise == "spectate")
1095                 self.team_forced = -1;
1096         else if(autocvar_g_forced_team_otherwise == "spectator")
1097                 self.team_forced = -1;
1098         else
1099                 self.team_forced = 0;
1100
1101         if(!teamplay)
1102                 if(self.team_forced > 0)
1103                         self.team_forced = 0;
1104
1105         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1106
1107         if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
1108                 self.classname = "observer";
1109         } else {
1110                 if(teamplay)
1111                 {
1112                         if(autocvar_g_balance_teams)
1113                         {
1114                                 self.classname = "player";
1115                                 campaign_bots_may_start = 1;
1116                         }
1117                         else
1118                         {
1119                                 self.classname = "observer"; // do it anyway
1120                         }
1121                 }
1122                 else
1123                 {
1124                         self.classname = "player";
1125                         campaign_bots_may_start = 1;
1126                 }
1127         }
1128
1129         self.playerid = (playerid_last = playerid_last + 1);
1130
1131         PlayerStats_GameReport_AddEvent(sprintf("kills-%d", self.playerid));
1132
1133     if(IS_BOT_CLIENT(self))
1134         PlayerStats_GameReport_AddPlayer(self);
1135
1136         if(autocvar_sv_eventlog)
1137                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
1138
1139         LogTeamchange(self.playerid, self.team, 1);
1140
1141         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects
1142
1143         self.netname_previous = strzone(self.netname);
1144
1145         if(IS_PLAYER(self) && teamplay)
1146                 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1147         else
1148                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1149
1150         stuffcmd(self, strcat(clientstuff, "\n"));
1151         stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1152
1153         FixClientCvars(self);
1154
1155         // spawnfunc_waypoint sprites
1156         WaypointSprite_InitClient(self);
1157
1158         // Wazat's grappling hook
1159         SetGrappleHookBindings();
1160
1161         // get version info from player
1162         stuffcmd(self, "cmd clientversion $gameversion\n");
1163
1164         // get other cvars from player
1165         GetCvars(0);
1166
1167         // notify about available teams
1168         if(teamplay)
1169         {
1170                 CheckAllowedTeams(self);
1171                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1172                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1173         }
1174         else
1175                 stuffcmd(self, "set _teams_available 0\n");
1176
1177         attach_entcs();
1178
1179         bot_relinkplayerlist();
1180
1181         self.spectatortime = time;
1182         if(blockSpectators)
1183         {
1184                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1185         }
1186
1187         self.jointime = time;
1188         self.allowed_timeouts = autocvar_sv_timeout_number;
1189
1190         if(IS_REAL_CLIENT(self))
1191         {
1192                 if(!autocvar_g_campaign)
1193                 {
1194                         self.motd_actived_time = -1;
1195                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1196                 }
1197
1198                 if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET_TUBA))
1199                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1200         }
1201
1202         if(!sv_foginterval && world.fog != "")
1203                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1204
1205         if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1206         {
1207                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1208                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1209         }
1210         else
1211                 self.hitplotfh = -1;
1212
1213         if(g_race || g_cts) {
1214                 string rr;
1215                 if(g_cts)
1216                         rr = CTS_RECORD;
1217                 else
1218                         rr = RACE_RECORD;
1219
1220                 msg_entity = self;
1221                 race_send_recordtime(MSG_ONE);
1222                 race_send_speedaward(MSG_ONE);
1223
1224                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1225                 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1226                 race_send_speedaward_alltimebest(MSG_ONE);
1227
1228                 float i;
1229                 for (i = 1; i <= RANKINGS_CNT; ++i) {
1230                         race_SendRankings(i, 0, 0, MSG_ONE);
1231                 }
1232         }
1233         else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1234                 send_CSQC_teamnagger();
1235
1236         CheatInitClient();
1237
1238         CSQCMODEL_AUTOINIT();
1239
1240         self.model_randomizer = random();
1241
1242         if(IS_REAL_CLIENT(self))
1243                 sv_notice_join();
1244
1245         MUTATOR_CALLHOOK(ClientConnect);
1246 }
1247 /*
1248 =============
1249 ClientDisconnect
1250
1251 Called when a client disconnects from the server
1252 =============
1253 */
1254 .entity chatbubbleentity;
1255 void ReadyCount();
1256 void ClientDisconnect (void)
1257 {
1258         if(self.vehicle)
1259             vehicles_exit(VHEF_RELESE);
1260
1261         if (!IS_CLIENT(self))
1262         {
1263                 print("Warning: ClientDisconnect without ClientConnect\n");
1264                 return;
1265         }
1266
1267         PlayerStats_GameReport_FinalizePlayer(self);
1268
1269         CheatShutdownClient();
1270
1271         if(self.hitplotfh >= 0)
1272         {
1273                 fclose(self.hitplotfh);
1274                 self.hitplotfh = -1;
1275         }
1276
1277         anticheat_report();
1278         anticheat_shutdown();
1279
1280         playerdemo_shutdown();
1281
1282         bot_clientdisconnect();
1283
1284         if(self.entcs)
1285                 detach_entcs();
1286
1287         if(autocvar_sv_eventlog)
1288                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1289
1290         Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1291
1292         MUTATOR_CALLHOOK(ClientDisconnect);
1293
1294         Portal_ClearAll(self);
1295
1296         RemoveGrapplingHook(self);
1297
1298         // Here, everything has been done that requires this player to be a client.
1299
1300         self.flags &= ~FL_CLIENT;
1301
1302         if (self.chatbubbleentity)
1303                 remove (self.chatbubbleentity);
1304
1305         if (self.killindicator)
1306                 remove (self.killindicator);
1307
1308         WaypointSprite_PlayerGone();
1309
1310         bot_relinkplayerlist();
1311
1312         accuracy_free(self);
1313         ClientData_Detach();
1314         PlayerScore_Detach(self);
1315
1316         if(self.netname_previous)
1317                 strunzone(self.netname_previous);
1318         if(self.clientstatus)
1319                 strunzone(self.clientstatus);
1320         if(self.weaponorder_byimpulse)
1321                 strunzone(self.weaponorder_byimpulse);
1322
1323         ClearPlayerSounds();
1324
1325         if(self.personal)
1326                 remove(self.personal);
1327
1328         self.playerid = 0;
1329         ReadyCount();
1330
1331         // free cvars
1332         GetCvars(-1);
1333 }
1334
1335 .float BUTTON_CHAT;
1336 void ChatBubbleThink()
1337 {
1338         self.nextthink = time;
1339         if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1340         {
1341                 if(self.owner) // but why can that ever be world?
1342                         self.owner.chatbubbleentity = world;
1343                 remove(self);
1344                 return;
1345         }
1346         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1347 #ifdef TETRIS
1348                 || self.owner.tetris_on
1349 #endif
1350         )
1351                 self.model = self.mdl;
1352         else
1353                 self.model = "";
1354 }
1355
1356 void UpdateChatBubble()
1357 {
1358         if (self.alpha < 0)
1359                 return;
1360         // spawn a chatbubble entity if needed
1361         if (!self.chatbubbleentity)
1362         {
1363                 self.chatbubbleentity = spawn();
1364                 self.chatbubbleentity.owner = self;
1365                 self.chatbubbleentity.exteriormodeltoclient = self;
1366                 self.chatbubbleentity.think = ChatBubbleThink;
1367                 self.chatbubbleentity.nextthink = time;
1368                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1369                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1370                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1371                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1372                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1373                 self.chatbubbleentity.model = "";
1374                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1375         }
1376 }
1377
1378
1379 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1380 // added to the model skins
1381 /*void UpdateColorModHack()
1382 {
1383         float c;
1384         c = self.clientcolors & 15;
1385         // LordHavoc: only bothering to support white, green, red, yellow, blue
1386              if (!teamplay) self.colormod = '0 0 0';
1387         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1388         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1389         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1390         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1391         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1392         else self.colormod = '1 1 1';
1393 }*/
1394
1395 void respawn(void)
1396 {
1397         if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1398         {
1399                 self.solid = SOLID_NOT;
1400                 self.takedamage = DAMAGE_NO;
1401                 self.movetype = MOVETYPE_FLY;
1402                 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1403                 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1404                 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1405                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1406                 if(autocvar_g_respawn_ghosts_maxtime)
1407                         SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1408         }
1409
1410         CopyBody(1);
1411
1412         self.effects |= EF_NODRAW; // prevent another CopyBody
1413         PutClientInServer();
1414 }
1415
1416 void play_countdown(float finished, string samp)
1417 {
1418         if(IS_REAL_CLIENT(self))
1419                 if(floor(finished - time - frametime) != floor(finished - time))
1420                         if(finished - time < 6)
1421                                 sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1422 }
1423
1424 void player_powerups (void)
1425 {
1426         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1427         olditems = self.items;
1428
1429         if((self.items & IT_USING_JETPACK) && !self.deadflag)
1430                 self.modelflags |= MF_ROCKET;
1431         else
1432                 self.modelflags &= ~MF_ROCKET;
1433
1434         self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1435
1436         if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1437                 return;
1438
1439         Fire_ApplyDamage(self);
1440         Fire_ApplyEffect(self);
1441
1442         if (!g_minstagib)
1443         {
1444                 if (self.items & IT_STRENGTH)
1445                 {
1446                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1447                         self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1448                         if (time > self.strength_finished)
1449                         {
1450                                 self.items = self.items - (self.items & IT_STRENGTH);
1451                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1452                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1453                         }
1454                 }
1455                 else
1456                 {
1457                         if (time < self.strength_finished)
1458                         {
1459                                 self.items = self.items | IT_STRENGTH;
1460                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1461                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1462                         }
1463                 }
1464                 if (self.items & IT_INVINCIBLE)
1465                 {
1466                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1467                         self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1468                         if (time > self.invincible_finished)
1469                         {
1470                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1471                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1472                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1473                         }
1474                 }
1475                 else
1476                 {
1477                         if (time < self.invincible_finished)
1478                         {
1479                                 self.items = self.items | IT_INVINCIBLE;
1480                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1481                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1482                         }
1483                 }
1484                 if (self.items & IT_SUPERWEAPON)
1485                 {
1486                         if (!(self.weapons & WEPSET_SUPERWEAPONS))
1487                         {
1488                                 self.superweapons_finished = 0;
1489                                 self.items = self.items - (self.items & IT_SUPERWEAPON);
1490                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1491                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1492                         }
1493                         else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1494                         {
1495                                 // don't let them run out
1496                         }
1497                         else
1498                         {
1499                                 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1500                                 if (time > self.superweapons_finished)
1501                                 {
1502                                         self.items = self.items - (self.items & IT_SUPERWEAPON);
1503                                         self.weapons &= ~WEPSET_SUPERWEAPONS;
1504                                         //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1505                                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1506                                 }
1507                         }
1508                 }
1509                 else if(self.weapons & WEPSET_SUPERWEAPONS)
1510                 {
1511                         if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1512                         {
1513                                 self.items = self.items | IT_SUPERWEAPON;
1514                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1515                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1516                         }
1517                         else
1518                         {
1519                                 self.superweapons_finished = 0;
1520                                 self.weapons &= ~WEPSET_SUPERWEAPONS;
1521                         }
1522                 }
1523                 else
1524                 {
1525                         self.superweapons_finished = 0;
1526                 }
1527         }
1528
1529         if(autocvar_g_nodepthtestplayers)
1530                 self.effects = self.effects | EF_NODEPTHTEST;
1531
1532         if(autocvar_g_fullbrightplayers)
1533                 self.effects = self.effects | EF_FULLBRIGHT;
1534
1535         if (time >= game_starttime)
1536         if (time < self.spawnshieldtime)
1537                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1538
1539         MUTATOR_CALLHOOK(PlayerPowerups);
1540 }
1541
1542 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1543 {
1544         if(current > stable)
1545                 return current;
1546         else if(current > stable - 0.25) // when close enough, "snap"
1547                 return stable;
1548         else
1549                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1550 }
1551
1552 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1553 {
1554         if(current < stable)
1555                 return current;
1556         else if(current < stable + 0.25) // when close enough, "snap"
1557                 return stable;
1558         else
1559                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1560 }
1561
1562 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1563 {
1564         if(current > rotstable)
1565         {
1566                 if(rotframetime > 0)
1567                 {
1568                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1569                         current = max(rotstable, current - rotlinear * rotframetime);
1570                 }
1571         }
1572         else if(current < regenstable)
1573         {
1574                 if(regenframetime > 0)
1575                 {
1576                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1577                         current = min(regenstable, current + regenlinear * regenframetime);
1578                 }
1579         }
1580
1581         if(current > limit)
1582                 current = limit;
1583
1584         return current;
1585 }
1586
1587 void player_regen (void)
1588 {
1589         if(!MUTATOR_CALLHOOK(PlayerRegen))
1590         {
1591                 float minh, mina, maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1592                 maxh = autocvar_g_balance_health_rotstable;
1593                 maxa = autocvar_g_balance_armor_rotstable;
1594                 minh = autocvar_g_balance_health_regenstable;
1595                 mina = autocvar_g_balance_armor_regenstable;
1596                 limith = autocvar_g_balance_health_limit;
1597                 limita = autocvar_g_balance_armor_limit;
1598
1599                 max_mod = regen_mod = rot_mod = limit_mod = 1;
1600
1601                 maxh = maxh * max_mod;
1602                 minh = minh * max_mod;
1603                 limith = limith * limit_mod;
1604                 limita = limita * limit_mod;
1605
1606                 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);
1607                 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);
1608         }
1609
1610         // if player rotted to death...  die!
1611         // check this outside above checks, as player may still be able to rot to death
1612         if(self.health < 1)
1613                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1614
1615         if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1616         {
1617                 float minf, maxf, limitf;
1618
1619                 maxf = autocvar_g_balance_fuel_rotstable;
1620                 minf = autocvar_g_balance_fuel_regenstable;
1621                 limitf = autocvar_g_balance_fuel_limit;
1622
1623                 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);
1624         }
1625 }
1626
1627 float zoomstate_set;
1628 void SetZoomState(float z)
1629 {
1630         if(z != self.zoomstate)
1631         {
1632                 self.zoomstate = z;
1633                 ClientData_Touch(self);
1634         }
1635         zoomstate_set = 1;
1636 }
1637
1638 void GetPressedKeys(void) {
1639         MUTATOR_CALLHOOK(GetPressedKeys);
1640         if (self.movement_x > 0) // get if movement keys are pressed
1641         {       // forward key pressed
1642                 self.pressedkeys |= KEY_FORWARD;
1643                 self.pressedkeys &= ~KEY_BACKWARD;
1644         }
1645         else if (self.movement_x < 0)
1646         {       // backward key pressed
1647                 self.pressedkeys |= KEY_BACKWARD;
1648                 self.pressedkeys &= ~KEY_FORWARD;
1649         }
1650         else
1651         {       // no x input
1652                 self.pressedkeys &= ~KEY_FORWARD;
1653                 self.pressedkeys &= ~KEY_BACKWARD;
1654         }
1655
1656         if (self.movement_y > 0)
1657         {       // right key pressed
1658                 self.pressedkeys |= KEY_RIGHT;
1659                 self.pressedkeys &= ~KEY_LEFT;
1660         }
1661         else if (self.movement_y < 0)
1662         {       // left key pressed
1663                 self.pressedkeys |= KEY_LEFT;
1664                 self.pressedkeys &= ~KEY_RIGHT;
1665         }
1666         else
1667         {       // no y input
1668                 self.pressedkeys &= ~KEY_RIGHT;
1669                 self.pressedkeys &= ~KEY_LEFT;
1670         }
1671
1672         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
1673                 self.pressedkeys |= KEY_JUMP;
1674         else
1675                 self.pressedkeys &= ~KEY_JUMP;
1676         if (self.BUTTON_CROUCH)
1677                 self.pressedkeys |= KEY_CROUCH;
1678         else
1679                 self.pressedkeys &= ~KEY_CROUCH;
1680
1681         if (self.BUTTON_ATCK)
1682                 self.pressedkeys |= KEY_ATCK;
1683         else
1684                 self.pressedkeys &= ~KEY_ATCK;
1685         if (self.BUTTON_ATCK2)
1686                 self.pressedkeys |= KEY_ATCK2;
1687         else
1688                 self.pressedkeys &= ~KEY_ATCK2;
1689 }
1690
1691 /*
1692 ======================
1693 spectate mode routines
1694 ======================
1695 */
1696
1697 void SpectateCopy(entity spectatee) {
1698         other = spectatee;
1699         MUTATOR_CALLHOOK(SpectateCopy);
1700         self.armortype = spectatee.armortype;
1701         self.armorvalue = spectatee.armorvalue;
1702         self.ammo_cells = spectatee.ammo_cells;
1703         self.ammo_shells = spectatee.ammo_shells;
1704         self.ammo_nails = spectatee.ammo_nails;
1705         self.ammo_rockets = spectatee.ammo_rockets;
1706         self.ammo_fuel = spectatee.ammo_fuel;
1707         self.clip_load = spectatee.clip_load;
1708         self.clip_size = spectatee.clip_size;
1709         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1710         self.health = spectatee.health;
1711         self.impulse = 0;
1712         self.items = spectatee.items;
1713         self.last_pickup = spectatee.last_pickup;
1714         self.hit_time = spectatee.hit_time;
1715         self.metertime = spectatee.metertime;
1716         self.strength_finished = spectatee.strength_finished;
1717         self.invincible_finished = spectatee.invincible_finished;
1718         self.pressedkeys = spectatee.pressedkeys;
1719         self.weapons = spectatee.weapons;
1720         self.switchweapon = spectatee.switchweapon;
1721         self.switchingweapon = spectatee.switchingweapon;
1722         self.weapon = spectatee.weapon;
1723         self.nex_charge = spectatee.nex_charge;
1724         self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
1725         self.hagar_load = spectatee.hagar_load;
1726         self.minelayer_mines = spectatee.minelayer_mines;
1727         self.punchangle = spectatee.punchangle;
1728         self.view_ofs = spectatee.view_ofs;
1729         self.velocity = spectatee.velocity;
1730         self.dmg_take = spectatee.dmg_take;
1731         self.dmg_save = spectatee.dmg_save;
1732         self.dmg_inflictor = spectatee.dmg_inflictor;
1733         self.v_angle = spectatee.v_angle;
1734         self.angles = spectatee.v_angle;
1735         if(!self.BUTTON_USE)
1736                 self.fixangle = TRUE;
1737         setorigin(self, spectatee.origin);
1738         setsize(self, spectatee.mins, spectatee.maxs);
1739         SetZoomState(spectatee.zoomstate);
1740
1741     anticheat_spectatecopy(spectatee);
1742         self.hud = spectatee.hud;
1743         if(spectatee.vehicle)
1744     {
1745         self.fixangle = FALSE;
1746         //self.velocity = spectatee.vehicle.velocity;
1747         self.vehicle_health = spectatee.vehicle_health;
1748         self.vehicle_shield = spectatee.vehicle_shield;
1749         self.vehicle_energy = spectatee.vehicle_energy;
1750         self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1751         self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1752         self.vehicle_reload1 = spectatee.vehicle_reload1;
1753         self.vehicle_reload2 = spectatee.vehicle_reload2;
1754
1755         msg_entity = self;
1756
1757         WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1758             WriteAngle(MSG_ONE,  spectatee.v_angle_x);
1759             WriteAngle(MSG_ONE,  spectatee.v_angle_y);
1760             WriteAngle(MSG_ONE,  spectatee.v_angle_z);
1761
1762         //WriteByte (MSG_ONE, SVC_SETVIEW);
1763         //    WriteEntity(MSG_ONE, self);
1764         //makevectors(spectatee.v_angle);
1765         //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1766     }
1767 }
1768
1769 float SpectateUpdate() {
1770         if(!self.enemy)
1771             return 0;
1772
1773         if (self == self.enemy)
1774                 return 0;
1775
1776         if (!IS_PLAYER(self.enemy))
1777                 return 0;
1778
1779         SpectateCopy(self.enemy);
1780
1781         return 1;
1782 }
1783
1784
1785 float SpectateSet()
1786 {
1787         if(self.enemy.classname != "player")
1788                 return FALSE;
1789         /*if(self.enemy.vehicle)
1790         {
1791
1792                 msg_entity = self;
1793                 WriteByte(MSG_ONE, SVC_SETVIEW);
1794                 WriteEntity(MSG_ONE, self.enemy);
1795                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1796
1797                 self.movetype = MOVETYPE_NONE;
1798                 accuracy_resend(self);
1799         }
1800         else
1801         {*/
1802                 msg_entity = self;
1803                 WriteByte(MSG_ONE, SVC_SETVIEW);
1804                 WriteEntity(MSG_ONE, self.enemy);
1805                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1806                 self.movetype = MOVETYPE_NONE;
1807                 accuracy_resend(self);
1808
1809                 if(!SpectateUpdate())
1810                         PutObserverInServer();
1811         //}
1812         return TRUE;
1813 }
1814
1815 float Spectate(entity pl)
1816 {
1817         if(g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1818         if(pl.team != self.team)
1819                 return 0;
1820
1821         self.enemy = pl;
1822         return SpectateSet();
1823 }
1824
1825 // Returns next available player to spectate if g_ca_spectate_enemies == 0
1826 entity CA_SpectateNext(entity start) {
1827         if (start.team == self.team) {
1828                 return start;
1829         }
1830
1831         other = start;
1832         // continue from current player
1833         while(other && other.team != self.team) {
1834                 other = find(other, classname, "player");
1835         }
1836
1837         if (!other) {
1838                 // restart from begining
1839                 other = find(other, classname, "player");
1840                 while(other && other.team != self.team) {
1841                         other = find(other, classname, "player");
1842                 }
1843         }
1844
1845         return other;
1846 }
1847
1848 float SpectateNext()
1849 {
1850         other = find(self.enemy, classname, "player");
1851
1852         if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
1853                 // CA and ca players when spectating enemies is forbidden
1854                 other = CA_SpectateNext(other);
1855         } else {
1856                 // other modes and ca spectators or spectating enemies is allowed
1857                 if (!other)
1858                         other = find(other, classname, "player");
1859         }
1860
1861         if (other)
1862                 self.enemy = other;
1863
1864         return SpectateSet();
1865 }
1866
1867 float SpectatePrev()
1868 {
1869         // NOTE: chain order is from the highest to the lower entnum (unlike find)
1870         other = findchain(classname, "player");
1871         if (!other) // no player
1872                 return FALSE;
1873
1874         entity first = other;
1875         // skip players until current spectated player
1876         if(self.enemy)
1877         while(other && other != self.enemy)
1878                 other = other.chain;
1879
1880         if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1881         {
1882                 do { other = other.chain; }
1883                 while(other && other.team != self.team);
1884
1885                 if (!other)
1886                 {
1887                         other = first;
1888                         while(other.team != self.team)
1889                                 other = other.chain;
1890                         if(other == self.enemy)
1891                                 return TRUE;
1892                 }
1893         }
1894         else
1895         {
1896                 if(other.chain)
1897                         other = other.chain;
1898                 else
1899                         other = first;
1900         }
1901         self.enemy = other;
1902         return SpectateSet();
1903 }
1904
1905 /*
1906 =============
1907 ShowRespawnCountdown()
1908
1909 Update a respawn countdown display.
1910 =============
1911 */
1912 void ShowRespawnCountdown()
1913 {
1914         float number;
1915         if(self.deadflag == DEAD_NO) // just respawned?
1916                 return;
1917         else
1918         {
1919                 number = ceil(self.respawn_time - time);
1920                 if(number <= 0)
1921                         return;
1922                 if(number <= self.respawn_countdown)
1923                 {
1924                         self.respawn_countdown = number - 1;
1925                         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
1926                                 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1927                 }
1928         }
1929 }
1930
1931 void LeaveSpectatorMode()
1932 {
1933         if(self.caplayer)
1934                 return;
1935         if(nJoinAllowed(self))
1936         {
1937                 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1938                 {
1939                         self.classname = "player";
1940
1941                         if(autocvar_g_campaign || autocvar_g_balance_teams)
1942                                 { JoinBestTeam(self, FALSE, TRUE); }
1943
1944                         if(autocvar_g_campaign)
1945                                 { campaign_bots_may_start = 1; }
1946
1947                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
1948
1949                         PutClientInServer();
1950
1951                         if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
1952                 }
1953                 else
1954                         stuffcmd(self, "menu_showteamselect\n");
1955         }
1956         else
1957         {
1958                 // Player may not join because g_maxplayers is set
1959                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
1960         }
1961 }
1962
1963 /**
1964  * Determines whether the player is allowed to join. This depends on cvar
1965  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
1966  * it checks whether the number of currently playing players exceeds g_maxplayers.
1967  * @return int number of free slots for players, 0 if none
1968  */
1969 float nJoinAllowed(entity ignore) {
1970         if(!ignore)
1971         // this is called that way when checking if anyone may be able to join (to build qcstatus)
1972         // so report 0 free slots if restricted
1973         {
1974                 if(autocvar_g_forced_team_otherwise == "spectate")
1975                         return 0;
1976                 if(autocvar_g_forced_team_otherwise == "spectator")
1977                         return 0;
1978         }
1979
1980         if(self.team_forced < 0)
1981                 return 0; // forced spectators can never join
1982
1983         // TODO simplify this
1984         entity e;
1985         float totalClients = 0;
1986         FOR_EACH_CLIENT(e)
1987                 if(e != ignore)
1988                         totalClients += 1;
1989
1990         if (!autocvar_g_maxplayers)
1991                 return maxclients - totalClients;
1992
1993         float currentlyPlaying = 0;
1994         FOR_EACH_REALCLIENT(e)
1995                 if(IS_PLAYER(e) || e.caplayer == 1)
1996                         currentlyPlaying += 1;
1997
1998         if(currentlyPlaying < autocvar_g_maxplayers)
1999                 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2000
2001         return 0;
2002 }
2003
2004 /**
2005  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2006  * g_maxplayers_spectator_blocktime seconds
2007  */
2008 void checkSpectatorBlock() {
2009         if(IS_SPEC(self) || IS_OBSERVER(self)) {
2010                 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2011                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2012                         dropclient(self);
2013                 }
2014         }
2015 }
2016
2017 void PrintWelcomeMessage()
2018 {
2019         if(self.motd_actived_time == 0)
2020         {
2021                 if (autocvar_g_campaign) {
2022                         if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
2023                                 self.motd_actived_time = time;
2024                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
2025                         }
2026                 } else {
2027                         if (self.BUTTON_INFO) {
2028                                 self.motd_actived_time = time;
2029                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2030                         }
2031                 }
2032         }
2033         else if(self.motd_actived_time > 0) // showing MOTD or campaign message
2034         {
2035                 if (autocvar_g_campaign) {
2036                         if (self.BUTTON_INFO)
2037                                 self.motd_actived_time = time;
2038                         else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
2039                                 self.motd_actived_time = 0;
2040                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2041                         }
2042                 } else {
2043                         if (self.BUTTON_INFO)
2044                                 self.motd_actived_time = time;
2045                         else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2046                                 self.motd_actived_time = 0;
2047                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2048                         }
2049                 }
2050         }
2051         else //if(self.motd_actived_time < 0) // just connected, motd is active
2052         {
2053                 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
2054                         self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2055                 else if(self.motd_actived_time == -2 || IS_PLAYER(self))
2056                 {
2057                         // instanctly hide MOTD
2058                         self.motd_actived_time = 0;
2059                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2060                 }
2061         }
2062 }
2063
2064 void ObserverThink()
2065 {
2066         float prefered_movetype;
2067         if (self.flags & FL_JUMPRELEASED) {
2068                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2069                         self.flags &= ~FL_JUMPRELEASED;
2070                         self.flags |= FL_SPAWNING;
2071                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2072                         self.flags &= ~FL_JUMPRELEASED;
2073                         if(SpectateNext()) {
2074                                 self.classname = "spectator";
2075                         }
2076                 } else {
2077                         prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2078                         if (self.movetype != prefered_movetype)
2079                                 self.movetype = prefered_movetype;
2080                 }
2081         } else {
2082                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2083                         self.flags |= FL_JUMPRELEASED;
2084                         if(self.flags & FL_SPAWNING)
2085                         {
2086                                 self.flags &= ~FL_SPAWNING;
2087                                 LeaveSpectatorMode();
2088                                 return;
2089                         }
2090                 }
2091         }
2092 }
2093
2094 void SpectatorThink()
2095 {
2096         if (self.flags & FL_JUMPRELEASED) {
2097                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2098                         self.flags &= ~FL_JUMPRELEASED;
2099                         self.flags |= FL_SPAWNING;
2100                 } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
2101                         self.flags &= ~FL_JUMPRELEASED;
2102                         if(SpectateNext()) {
2103                                 self.classname = "spectator";
2104                         } else {
2105                                 self.classname = "observer";
2106                                 PutClientInServer();
2107                         }
2108                         self.impulse = 0;
2109                 } else if(self.impulse == 12 || self.impulse == 16  || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
2110                         self.flags &= ~FL_JUMPRELEASED;
2111                         if(SpectatePrev()) {
2112                                 self.classname = "spectator";
2113                         } else {
2114                                 self.classname = "observer";
2115                                 PutClientInServer();
2116                         }
2117                         self.impulse = 0;
2118                 } else if (self.BUTTON_ATCK2) {
2119                         self.flags &= ~FL_JUMPRELEASED;
2120                         self.classname = "observer";
2121                         PutClientInServer();
2122                 } else {
2123                         if(!SpectateUpdate())
2124                                 PutObserverInServer();
2125                 }
2126         } else {
2127                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2128                         self.flags |= FL_JUMPRELEASED;
2129                         if(self.flags & FL_SPAWNING)
2130                         {
2131                                 self.flags &= ~FL_SPAWNING;
2132                                 LeaveSpectatorMode();
2133                                 return;
2134                         }
2135                 }
2136                 if(!SpectateUpdate())
2137                         PutObserverInServer();
2138         }
2139
2140         self.flags |= FL_CLIENT | FL_NOTARGET;
2141 }
2142
2143 void PlayerUseKey()
2144 {
2145         if (!IS_PLAYER(self))
2146                 return;
2147
2148         if(self.vehicle)
2149         {
2150         vehicles_exit(VHEF_NORMAL);
2151         return;
2152         }
2153
2154         // a use key was pressed; call handlers
2155         MUTATOR_CALLHOOK(PlayerUseKey);
2156 }
2157
2158 /*
2159 =============
2160 PlayerPreThink
2161
2162 Called every frame for each client before the physics are run
2163 =============
2164 */
2165 .float usekeypressed;
2166 void() nexball_setstatus;
2167 .float items_added;
2168 void PlayerPreThink (void)
2169 {
2170         WarpZone_PlayerPhysics_FixVAngle();
2171
2172         self.stat_game_starttime = game_starttime;
2173         self.stat_round_starttime = round_starttime;
2174         self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2175         self.stat_leadlimit = autocvar_leadlimit;
2176
2177         if(frametime)
2178         {
2179                 // physics frames: update anticheat stuff
2180                 anticheat_prethink();
2181         }
2182
2183         if(blockSpectators && frametime)
2184                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2185                 checkSpectatorBlock();
2186
2187         zoomstate_set = 0;
2188
2189         if(self.netname_previous != self.netname)
2190         {
2191                 if(autocvar_sv_eventlog)
2192                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2193                 if(self.netname_previous)
2194                         strunzone(self.netname_previous);
2195                 self.netname_previous = strzone(self.netname);
2196         }
2197
2198         // version nagging
2199         if(self.version_nagtime)
2200                 if(self.cvar_g_xonoticversion)
2201                         if(time > self.version_nagtime)
2202                         {
2203                                 // don't notify git users
2204                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2205                                 {
2206                                         if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2207                                         {
2208                                                 // notify release users if connecting to git
2209                                                 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");
2210                                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2211                                         }
2212                                         else
2213                                         {
2214                                                 float r;
2215                                                 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2216                                                 if(r < 0)
2217                                                 {
2218                                                         // give users new version
2219                                                         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");
2220                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2221                                                 }
2222                                                 else if(r > 0)
2223                                                 {
2224                                                         // notify users about old server version
2225                                                         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");
2226                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2227                                                 }
2228                                         }
2229                                 }
2230                                 self.version_nagtime = 0;
2231                         }
2232
2233         // GOD MODE info
2234         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2235         {
2236                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2237                 self.max_armorvalue = 0;
2238         }
2239
2240 #ifdef TETRIS
2241         if (TetrisPreFrame())
2242                 return;
2243 #endif
2244
2245         MUTATOR_CALLHOOK(PlayerPreThink);
2246
2247         if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2248         {
2249                 if(self.BUTTON_USE && !self.usekeypressed)
2250                         PlayerUseKey();
2251                 self.usekeypressed = self.BUTTON_USE;
2252         }
2253
2254         if(IS_REAL_CLIENT(self))
2255                 PrintWelcomeMessage();
2256
2257         if(IS_PLAYER(self))
2258         {
2259
2260                 CheckRules_Player();
2261
2262                 if (intermission_running)
2263                 {
2264                         IntermissionThink ();   // otherwise a button could be missed between
2265                         return;                                 // the think tics
2266                 }
2267
2268                 //don't allow the player to turn around while game is paused!
2269                 if(timeout_status == TIMEOUT_ACTIVE) {
2270                         // FIXME turn this into CSQC stuff
2271                         self.v_angle = self.lastV_angle;
2272                         self.angles = self.lastV_angle;
2273                         self.fixangle = TRUE;
2274                 }
2275
2276                 if(frametime)
2277                 {
2278                         if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
2279                         {
2280                                 self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2281                                 self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2282                                 self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2283
2284                                 if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
2285                                 {
2286                                         self.weaponentity_glowmod_x = self.weaponentity_glowmod_x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2287                                         self.weaponentity_glowmod_y = self.weaponentity_glowmod_y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2288                                         self.weaponentity_glowmod_z = self.weaponentity_glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2289                                 }
2290                         }
2291                         else
2292                                 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2293
2294                         player_powerups();
2295                 }
2296
2297                 if (self.deadflag != DEAD_NO)
2298                 {
2299                         if(self.personal && g_race_qualifying)
2300                         {
2301                                 if(time > self.respawn_time)
2302                                 {
2303                                         self.respawn_time = time + 1; // only retry once a second
2304                                         self.stat_respawn_time = self.respawn_time;
2305                                         respawn();
2306                                         self.impulse = 141;
2307                                 }
2308                         }
2309                         else
2310                         {
2311                                 float button_pressed;
2312                                 if(frametime)
2313                                         player_anim();
2314                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2315
2316                                 if (self.deadflag == DEAD_DYING)
2317                                 {
2318                                         if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2319                                                 self.deadflag = DEAD_RESPAWNING;
2320                                         else if(!button_pressed)
2321                                                 self.deadflag = DEAD_DEAD;
2322                                 }
2323                                 else if (self.deadflag == DEAD_DEAD)
2324                                 {
2325                                         if(button_pressed)
2326                                                 self.deadflag = DEAD_RESPAWNABLE;
2327                                         else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2328                                                 self.deadflag = DEAD_RESPAWNING;
2329                                 }
2330                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2331                                 {
2332                                         if(!button_pressed)
2333                                                 self.deadflag = DEAD_RESPAWNING;
2334                                 }
2335                                 else if (self.deadflag == DEAD_RESPAWNING)
2336                                 {
2337                                         if(time > self.respawn_time)
2338                                         {
2339                                                 self.respawn_time = time + 1; // only retry once a second
2340                                                 self.respawn_time_max = self.respawn_time;
2341                                                 respawn();
2342                                         }
2343                                 }
2344
2345                                 ShowRespawnCountdown();
2346
2347                                 if(self.respawn_flags & RESPAWN_SILENT)
2348                                         self.stat_respawn_time = 0;
2349                                 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2350                                         self.stat_respawn_time = self.respawn_time_max;
2351                                 else
2352                                         self.stat_respawn_time = self.respawn_time;
2353                         }
2354
2355                         // if respawning, invert stat_respawn_time to indicate this, the client translates it
2356                         if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2357                                 self.stat_respawn_time *= -1;
2358
2359                         return;
2360                 }
2361
2362                 self.prevorigin = self.origin;
2363
2364                 float do_crouch = self.BUTTON_CROUCH;
2365                 if(self.hook.state)
2366                         do_crouch = 0;
2367                 if(self.vehicle)
2368                         do_crouch = 0;
2369                 if(self.freezetag_frozen)
2370                         do_crouch = 0;
2371                 if(self.weapon == WEP_SHOTGUN && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2372                         do_crouch = 0;
2373
2374                 if (do_crouch)
2375                 {
2376                         if (!self.crouch)
2377                         {
2378                                 self.crouch = TRUE;
2379                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2380                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2381                                 // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
2382                         }
2383                 }
2384                 else
2385                 {
2386                         if (self.crouch)
2387                         {
2388                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2389                                 if (!trace_startsolid)
2390                                 {
2391                                         self.crouch = FALSE;
2392                                         self.view_ofs = PL_VIEW_OFS;
2393                                         setsize (self, PL_MIN, PL_MAX);
2394                                 }
2395                         }
2396                 }
2397
2398                 FixPlayermodel();
2399
2400                 GrapplingHookFrame();
2401
2402                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2403                 //if(frametime)
2404                 {
2405                         self.items &= ~self.items_added;
2406
2407                         W_WeaponFrame();
2408
2409                         self.items_added = 0;
2410                         if(self.items & IT_JETPACK)
2411                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2412                                         self.items_added |= IT_FUEL;
2413
2414                         self.items |= self.items_added;
2415                 }
2416
2417                 player_regen();
2418
2419                 // rot nex charge to the charge limit
2420                 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2421                         self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2422
2423                 if(frametime)
2424                         player_anim();
2425
2426                 // secret status
2427                 secrets_setstatus();
2428
2429                 // monsters status
2430                 monsters_setstatus();
2431
2432                 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2433
2434                 //self.angles_y=self.v_angle_y + 90;   // temp
2435         } else if(gameover) {
2436                 if (intermission_running)
2437                         IntermissionThink ();   // otherwise a button could be missed between
2438                 return;
2439         } else if(IS_OBSERVER(self)) {
2440                 ObserverThink();
2441         } else if(IS_SPEC(self)) {
2442                 SpectatorThink();
2443         }
2444
2445         if(!zoomstate_set)
2446                 SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_RIFLE && autocvar_g_balance_rifle_secondary == 0));
2447
2448         float oldspectatee_status;
2449         oldspectatee_status = self.spectatee_status;
2450         if(IS_SPEC(self))
2451                 self.spectatee_status = num_for_edict(self.enemy);
2452         else if(IS_OBSERVER(self))
2453                 self.spectatee_status = num_for_edict(self);
2454         else
2455                 self.spectatee_status = 0;
2456         if(self.spectatee_status != oldspectatee_status)
2457         {
2458                 ClientData_Touch(self);
2459                 if(g_race || g_cts)
2460                         race_InitSpectator();
2461         }
2462
2463         if(self.teamkill_soundtime)
2464         if(time > self.teamkill_soundtime)
2465         {
2466                 self.teamkill_soundtime = 0;
2467
2468                 entity oldpusher, oldself;
2469
2470                 oldself = self; self = self.teamkill_soundsource;
2471                 oldpusher = self.pusher; self.pusher = oldself;
2472
2473                 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2474
2475                 self.pusher = oldpusher;
2476                 self = oldself;
2477         }
2478
2479         if(self.taunt_soundtime)
2480         if(time > self.taunt_soundtime)
2481         {
2482                 self.taunt_soundtime = 0;
2483                 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2484         }
2485
2486         target_voicescript_next(self);
2487
2488         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2489         if(!self.weapon)
2490                 self.clip_load = self.clip_size = 0;
2491 }
2492
2493 float isInvisibleString(string s)
2494 {
2495         float i, n, c;
2496         s = strdecolorize(s);
2497         for((i = 0), (n = strlen(s)); i < n; ++i)
2498         {
2499                 c = str2chr(s, i);
2500                 switch(c)
2501                 {
2502                         case 0:
2503                         case 32: // space
2504                                 break;
2505                         case 192: // charmap space
2506                                 if (!autocvar_utf8_enable)
2507                                         break;
2508                                 return FALSE;
2509                         case 160: // space in unicode fonts
2510                         case 0xE000 + 192: // utf8 charmap space
2511                                 if (autocvar_utf8_enable)
2512                                         break;
2513                         default:
2514                                 return FALSE;
2515                 }
2516         }
2517         return TRUE;
2518 }
2519
2520 /*
2521 =============
2522 PlayerPostThink
2523
2524 Called every frame for each client after the physics are run
2525 =============
2526 */
2527 .float idlekick_lasttimeleft;
2528 void PlayerPostThink (void)
2529 {
2530         // Savage: Check for nameless players
2531         if (isInvisibleString(self.netname)) {
2532                 self.netname = "Player";
2533                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2534         }
2535
2536         if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2537         if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2538         {
2539                 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2540                 {
2541                         if(self.idlekick_lasttimeleft)
2542                         {
2543                                 self.idlekick_lasttimeleft = 0;
2544                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2545                         }
2546                 }
2547                 else
2548                 {
2549                         float timeleft;
2550                         timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2551                         if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2552                         {
2553                                 if(!self.idlekick_lasttimeleft)
2554                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2555                         }
2556                         if(timeleft <= 0)
2557                         {
2558                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2559                                 dropclient(self);
2560                                 return;
2561                         }
2562                         else if(timeleft <= 10)
2563                         {
2564                                 if(timeleft != self.idlekick_lasttimeleft)
2565                                         { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2566                                 self.idlekick_lasttimeleft = timeleft;
2567                         }
2568                 }
2569         }
2570
2571 #ifdef TETRIS
2572         if(self.impulse == 100)
2573                 ImpulseCommands();
2574         if (!TetrisPostFrame())
2575         {
2576 #endif
2577
2578         CheatFrame();
2579
2580         //CheckPlayerJump();
2581
2582         if(IS_PLAYER(self)) {
2583                 CheckRules_Player();
2584                 UpdateChatBubble();
2585                 if (self.impulse)
2586                         ImpulseCommands();
2587                 if (intermission_running)
2588                         return;         // intermission or finale
2589                 GetPressedKeys();
2590         }
2591
2592 #ifdef TETRIS
2593         }
2594 #endif
2595
2596         /*
2597         float i;
2598         for(i = 0; i < 1000; ++i)
2599         {
2600                 vector end;
2601                 end = self.origin + '0 0 1024' + 512 * randomvec();
2602                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2603                 if(trace_fraction < 1)
2604                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2605                 {
2606                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2607                         break;
2608                 }
2609         }
2610         */
2611
2612         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
2613
2614         if(self.waypointsprite_attachedforcarrier)
2615                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON));
2616
2617         playerdemo_write();
2618
2619         if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
2620         {
2621                 if (!self.stored_netname)
2622                         self.stored_netname = strzone(uid2name(self.crypto_idfp));
2623                 if(self.stored_netname != self.netname)
2624                 {
2625                         db_put(ServerProgsDB, strcat("/uid2name/", self.crypto_idfp), self.netname);
2626                         strunzone(self.stored_netname);
2627                         self.stored_netname = strzone(self.netname);
2628                 }
2629         }
2630
2631         /*
2632         if(g_race)
2633                 dprintf("%f %.6f\n", time, race_GetFractionalLapCount(self));
2634         */
2635
2636         CSQCMODEL_AUTOUPDATE();
2637 }