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server: pass compilation units test
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1 #include "cl_client.qh"
2
3 #include "anticheat.qh"
4 #include "cl_impulse.qh"
5 #include "cl_player.qh"
6 #include "ipban.qh"
7 #include "miscfunctions.qh"
8 #include "portals.qh"
9 #include "teamplay.qh"
10 #include "playerdemo.qh"
11 #include "spawnpoints.qh"
12 #include "g_damage.qh"
13 #include "g_hook.qh"
14 #include "command/common.qh"
15 #include "cheats.qh"
16 #include "g_world.qh"
17 #include "race.qh"
18 #include "antilag.qh"
19 #include "campaign.qh"
20 #include "command/common.qh"
21
22 #include "bot/bot.qh"
23 #include "bot/navigation.qh"
24
25 #include "../common/ent_cs.qh"
26 #include <common/state.qh>
27
28 #include <common/effects/qc/globalsound.qh>
29
30 #include "../common/triggers/teleporters.qh"
31
32 #include "../common/vehicles/all.qh"
33
34 #include "weapons/hitplot.qh"
35 #include "weapons/weaponsystem.qh"
36
37 #include "../common/net_notice.qh"
38 #include "../common/physics/player.qh"
39
40 #include "../common/items/all.qc"
41
42 #include "../common/mutators/mutator/waypoints/all.qh"
43
44 #include "../common/triggers/subs.qh"
45 #include "../common/triggers/triggers.qh"
46 #include "../common/triggers/trigger/secret.qh"
47
48 #include "../common/minigames/sv_minigames.qh"
49
50 #include "../common/items/inventory.qh"
51
52 #include "../common/monsters/sv_monsters.qh"
53
54 #include "../lib/warpzone/server.qh"
55
56
57 void send_CSQC_teamnagger() {
58         WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
59 }
60
61 bool ClientData_Send(entity this, entity to, int sf)
62 {
63         assert(to == this.owner, return false);
64
65         entity e = to;
66         if (IS_SPEC(e)) e = e.enemy;
67
68         sf = 0;
69         if (e.race_completed)       sf |= 1; // forced scoreboard
70         if (to.spectatee_status)    sf |= 2; // spectator ent number follows
71         if (e.zoomstate)            sf |= 4; // zoomed
72         if (e.porto_v_angle_held)   sf |= 8; // angles held
73
74         WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
75         WriteByte(MSG_ENTITY, sf);
76
77         if (sf & 2)
78         {
79                 WriteByte(MSG_ENTITY, to.spectatee_status);
80         }
81         if (sf & 8)
82         {
83                 WriteAngle(MSG_ENTITY, e.v_angle.x);
84                 WriteAngle(MSG_ENTITY, e.v_angle.y);
85         }
86         return true;
87 }
88
89 void ClientData_Attach(entity this)
90 {
91         Net_LinkEntity(this.clientdata = new_pure(clientdata), false, 0, ClientData_Send);
92         self.clientdata.drawonlytoclient = this;
93         self.clientdata.owner = this;
94 }
95
96 void ClientData_Detach(entity this)
97 {
98         remove(this.clientdata);
99         self.clientdata = NULL;
100 }
101
102 void ClientData_Touch(entity e)
103 {
104         e.clientdata.SendFlags = 1;
105
106         // make it spectatable
107         FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, LAMBDA(it.clientdata.SendFlags = 1));
108 }
109
110 .string netname_previous;
111
112 void SetSpectatee(entity player, entity spectatee);
113
114
115 /*
116 =============
117 CheckPlayerModel
118
119 Checks if the argument string can be a valid playermodel.
120 Returns a valid one in doubt.
121 =============
122 */
123 string FallbackPlayerModel;
124 string CheckPlayerModel(string plyermodel) {
125         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
126         {
127                 // note: we cannot summon Don Strunzone here, some player may
128                 // still have the model string set. In case anyone manages how
129                 // to change a cvar default, we'll have a small leak here.
130                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
131         }
132         // only in right path
133         if( substring(plyermodel,0,14) != "models/player/")
134                 return FallbackPlayerModel;
135         // only good file extensions
136         if(substring(plyermodel,-4,4) != ".zym")
137         if(substring(plyermodel,-4,4) != ".dpm")
138         if(substring(plyermodel,-4,4) != ".iqm")
139         if(substring(plyermodel,-4,4) != ".md3")
140         if(substring(plyermodel,-4,4) != ".psk")
141                 return FallbackPlayerModel;
142         // forbid the LOD models
143         if(substring(plyermodel, -9,5) == "_lod1")
144                 return FallbackPlayerModel;
145         if(substring(plyermodel, -9,5) == "_lod2")
146                 return FallbackPlayerModel;
147         if(plyermodel != strtolower(plyermodel))
148                 return FallbackPlayerModel;
149         // also, restrict to server models
150         if(autocvar_sv_servermodelsonly)
151         {
152                 if(!fexists(plyermodel))
153                         return FallbackPlayerModel;
154         }
155         return plyermodel;
156 }
157
158 void setplayermodel(entity e, string modelname)
159 {
160         precache_model(modelname);
161         _setmodel(e, modelname);
162         player_setupanimsformodel();
163 }
164
165 void FixPlayermodel(entity player);
166 /** putting a client as observer in the server */
167 void PutObserverInServer()
168 {
169         SELFPARAM();
170     bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver);
171         PlayerState_detach(this);
172
173         if (IS_PLAYER(this) && this.health >= 1) {
174         // despawn effect
175                 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
176     }
177
178     {
179         entity spot = SelectSpawnPoint(true);
180         if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
181         this.angles = spot.angles;
182         this.angles_z = 0;
183         this.fixangle = true;
184         // offset it so that the spectator spawns higher off the ground, looks better this way
185         setorigin(this, spot.origin + STAT(PL_VIEW_OFS, NULL));
186         this.prevorigin = this.origin;
187         if (IS_REAL_CLIENT(this))
188         {
189             msg_entity = this;
190             WriteByte(MSG_ONE, SVC_SETVIEW);
191             WriteEntity(MSG_ONE, this);
192         }
193         // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
194         // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
195         setmodel(this, MDL_Null);
196         setsize(this, STAT(PL_CROUCH_MIN, NULL), STAT(PL_CROUCH_MAX, NULL));
197         this.view_ofs = '0 0 0';
198     }
199
200     RemoveGrapplingHook(this);
201         Portal_ClearAll(this);
202         Unfreeze(this);
203
204         if (this.alivetime)
205         {
206                 if (!warmup_stage)
207                         PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
208                 this.alivetime = 0;
209         }
210
211         if (this.vehicle) vehicles_exit(VHEF_RELEASE);
212
213         WaypointSprite_PlayerDead(this);
214
215         if (mutator_returnvalue) {
216             // mutator prevents resetting teams+score
217         } else {
218                 this.team = -1;  // move this as it is needed to log the player spectating in eventlog
219         this.frags = FRAGS_SPECTATOR;
220         PlayerScore_Clear(this);  // clear scores when needed
221     }
222
223         if (this.killcount != FRAGS_SPECTATOR)
224         {
225                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
226                 if(!intermission_running)
227                 if(autocvar_g_chat_nospectators == 1 || (!(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
228                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
229
230                 if(this.just_joined == false) {
231                         LogTeamchange(this.playerid, -1, 4);
232                 } else
233                         this.just_joined = false;
234         }
235
236         accuracy_resend(this);
237
238         this.spectatortime = time;
239         this.bot_attack = false;
240     this.hud = HUD_NORMAL;
241         this.classname = STR_OBSERVER;
242         this.iscreature = false;
243         this.teleportable = TELEPORT_SIMPLE;
244         this.damagedbycontents = false;
245         this.health = FRAGS_SPECTATOR;
246         this.takedamage = DAMAGE_NO;
247         this.solid = SOLID_NOT;
248         this.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
249         this.flags = FL_CLIENT | FL_NOTARGET;
250         this.armorvalue = 666;
251         this.effects = 0;
252         this.armorvalue = autocvar_g_balance_armor_start;
253         this.pauserotarmor_finished = 0;
254         this.pauserothealth_finished = 0;
255         this.pauseregen_finished = 0;
256         this.damageforcescale = 0;
257         this.death_time = 0;
258         this.respawn_flags = 0;
259         this.respawn_time = 0;
260         this.stat_respawn_time = 0;
261         this.alpha = 0;
262         this.scale = 0;
263         this.fade_time = 0;
264         this.pain_frame = 0;
265         this.pain_finished = 0;
266         this.strength_finished = 0;
267         this.invincible_finished = 0;
268         this.superweapons_finished = 0;
269         this.pushltime = 0;
270         this.istypefrag = 0;
271         this.think = func_null;
272         this.nextthink = 0;
273         this.hook_time = 0;
274         this.deadflag = DEAD_NO;
275         this.crouch = false;
276         this.revival_time = 0;
277
278         this.items = 0;
279         this.weapons = '0 0 0';
280         this.drawonlytoclient = this;
281
282         this.weaponname = "";
283         this.weaponmodel = "";
284         for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
285         {
286                 this.weaponentities[slot] = NULL;
287         }
288         this.exteriorweaponentity = NULL;
289         this.killcount = FRAGS_SPECTATOR;
290         this.velocity = '0 0 0';
291         this.avelocity = '0 0 0';
292         this.punchangle = '0 0 0';
293         this.punchvector = '0 0 0';
294         this.oldvelocity = this.velocity;
295         this.fire_endtime = -1;
296         this.event_damage = func_null;
297 }
298
299 int player_getspecies(entity this)
300 {
301         get_model_parameters(this.model, this.skin);
302         int s = get_model_parameters_species;
303         get_model_parameters(string_null, 0);
304         if (s < 0) return SPECIES_HUMAN;
305         return s;
306 }
307
308 .float model_randomizer;
309 void FixPlayermodel(entity player)
310 {
311         string defaultmodel = "";
312         int defaultskin = 0;
313         if(autocvar_sv_defaultcharacter)
314         {
315                 if(teamplay)
316                 {
317                         string s = Static_Team_ColorName_Lower(player.team);
318                         if (s != "neutral")
319                         {
320                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
321                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
322                         }
323                 }
324
325                 if(defaultmodel == "")
326                 {
327                         defaultmodel = autocvar_sv_defaultplayermodel;
328                         defaultskin = autocvar_sv_defaultplayerskin;
329                 }
330
331                 int n = tokenize_console(defaultmodel);
332                 if(n > 0)
333                 {
334                         defaultmodel = argv(floor(n * player.model_randomizer));
335                         // However, do NOT randomize if the player-selected model is in the list.
336                         for (int i = 0; i < n; ++i)
337                                 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
338                                         defaultmodel = argv(i);
339                 }
340
341                 int i = strstrofs(defaultmodel, ":", 0);
342                 if(i >= 0)
343                 {
344                         defaultskin = stof(substring(defaultmodel, i+1, -1));
345                         defaultmodel = substring(defaultmodel, 0, i);
346                 }
347         }
348         MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin);
349         defaultmodel = ret_string;
350         defaultskin = ret_int;
351
352         bool chmdl = false;
353         int oldskin;
354         if(defaultmodel != "")
355         {
356                 if (defaultmodel != player.model)
357                 {
358                         vector m1 = player.mins;
359                         vector m2 = player.maxs;
360                         setplayermodel (player, defaultmodel);
361                         setsize (player, m1, m2);
362                         chmdl = true;
363                 }
364
365                 oldskin = player.skin;
366                 player.skin = defaultskin;
367         } else {
368                 if (player.playermodel != player.model || player.playermodel == "")
369                 {
370                         player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
371                         vector m1 = player.mins;
372                         vector m2 = player.maxs;
373                         setplayermodel (player, player.playermodel);
374                         setsize (player, m1, m2);
375                         chmdl = true;
376                 }
377
378                 oldskin = player.skin;
379                 player.skin = stof(player.playerskin);
380         }
381
382         if(chmdl || oldskin != player.skin) // model or skin has changed
383         {
384                 player.species = player_getspecies(player); // update species
385         }
386
387         if(!teamplay)
388                 if(strlen(autocvar_sv_defaultplayercolors))
389                         if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
390                                 setcolor(player, stof(autocvar_sv_defaultplayercolors));
391 }
392
393
394 /** Called when a client spawns in the server */
395 void PutClientInServer()
396 {
397         SELFPARAM();
398         if (IS_BOT_CLIENT(this)) {
399                 this.classname = STR_PLAYER;
400         } else if (IS_REAL_CLIENT(this)) {
401                 msg_entity = this;
402                 WriteByte(MSG_ONE, SVC_SETVIEW);
403                 WriteEntity(MSG_ONE, this);
404         }
405         if (gameover) {
406                 this.classname = STR_OBSERVER;
407         }
408
409         SetSpectatee(this, NULL);
410
411         // reset player keys
412         this.itemkeys = 0;
413
414         MUTATOR_CALLHOOK(PutClientInServer, this);
415
416         if (IS_OBSERVER(this)) {
417                 PutObserverInServer();
418         } else if (IS_PLAYER(this)) {
419                 PlayerState_attach(this);
420                 accuracy_resend(this);
421
422                 if (this.team < 0)
423                         JoinBestTeam(this, false, true);
424
425                 entity spot = SelectSpawnPoint(false);
426                 if (!spot) {
427                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
428                         return; // spawn failed
429                 }
430
431                 this.classname = STR_PLAYER;
432                 this.wasplayer = true;
433                 this.iscreature = true;
434                 this.teleportable = TELEPORT_NORMAL;
435                 this.damagedbycontents = true;
436                 this.movetype = MOVETYPE_WALK;
437                 this.solid = SOLID_SLIDEBOX;
438                 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
439                 if (autocvar_g_playerclip_collisions)
440                         this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
441                 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
442                         this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
443                 this.frags = FRAGS_PLAYER;
444                 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
445                 this.flags = FL_CLIENT | FL_PICKUPITEMS;
446                 if (autocvar__notarget)
447                         this.flags |= FL_NOTARGET;
448                 this.takedamage = DAMAGE_AIM;
449                 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
450                 this.dmg = 2; // WTF
451
452                 if (warmup_stage) {
453                         this.ammo_shells = warmup_start_ammo_shells;
454                         this.ammo_nails = warmup_start_ammo_nails;
455                         this.ammo_rockets = warmup_start_ammo_rockets;
456                         this.ammo_cells = warmup_start_ammo_cells;
457                         this.ammo_plasma = warmup_start_ammo_plasma;
458                         this.ammo_fuel = warmup_start_ammo_fuel;
459                         this.health = warmup_start_health;
460                         this.armorvalue = warmup_start_armorvalue;
461                         this.weapons = WARMUP_START_WEAPONS;
462                 } else {
463                         this.ammo_shells = start_ammo_shells;
464                         this.ammo_nails = start_ammo_nails;
465                         this.ammo_rockets = start_ammo_rockets;
466                         this.ammo_cells = start_ammo_cells;
467                         this.ammo_plasma = start_ammo_plasma;
468                         this.ammo_fuel = start_ammo_fuel;
469                         this.health = start_health;
470                         this.armorvalue = start_armorvalue;
471                         this.weapons = start_weapons;
472                 }
473
474                 this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
475
476                 this.items = start_items;
477
478                 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
479                 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
480                 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
481                 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
482                 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
483                 // extend the pause of rotting if client was reset at the beginning of the countdown
484                 if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
485                         float f = game_starttime - time;
486                         this.spawnshieldtime += f;
487                         this.pauserotarmor_finished += f;
488                         this.pauserothealth_finished += f;
489                         this.pauseregen_finished += f;
490                 }
491                 this.damageforcescale = 2;
492                 this.death_time = 0;
493                 this.respawn_flags = 0;
494                 this.respawn_time = 0;
495                 this.stat_respawn_time = 0;
496                 this.scale = autocvar_sv_player_scale;
497                 this.fade_time = 0;
498                 this.pain_frame = 0;
499                 this.pain_finished = 0;
500                 this.pushltime = 0;
501                 this.think = func_null; // players have no think function
502                 this.nextthink = 0;
503                 this.dmg_team = 0;
504                 this.ballistics_density = autocvar_g_ballistics_density_player;
505
506                 this.deadflag = DEAD_NO;
507
508                 this.angles = spot.angles;
509                 this.angles_z = 0; // never spawn tilted even if the spot says to
510                 if (IS_BOT_CLIENT(this))
511                         this.v_angle = this.angles;
512                 this.fixangle = true; // turn this way immediately
513                 this.oldvelocity = this.velocity = '0 0 0';
514                 this.avelocity = '0 0 0';
515                 this.punchangle = '0 0 0';
516                 this.punchvector = '0 0 0';
517
518                 this.strength_finished = 0;
519                 this.invincible_finished = 0;
520                 this.fire_endtime = -1;
521                 this.revival_time = 0;
522                 this.air_finished = time + 12;
523
524                 entity spawnevent = new_pure(spawnevent);
525                 spawnevent.owner = this;
526                 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
527
528                 // Cut off any still running player sounds.
529                 stopsound(this, CH_PLAYER_SINGLE);
530
531                 this.model = "";
532                 FixPlayermodel(this);
533                 this.drawonlytoclient = NULL;
534
535                 this.crouch = false;
536                 this.view_ofs = STAT(PL_VIEW_OFS, NULL);
537                 setsize(this, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
538                 this.spawnorigin = spot.origin;
539                 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
540                 // don't reset back to last position, even if new position is stuck in solid
541                 this.oldorigin = this.origin;
542                 this.prevorigin = this.origin;
543                 this.lastteleporttime = time; // prevent insane speeds due to changing origin
544         this.hud = HUD_NORMAL;
545
546                 this.event_damage = PlayerDamage;
547
548                 this.bot_attack = true;
549                 this.monster_attack = true;
550
551                 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
552
553                 if (this.killcount == FRAGS_SPECTATOR) {
554                         PlayerScore_Clear(this);
555                         this.killcount = 0;
556                 }
557
558                 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
559                 {
560                         CL_SpawnWeaponentity(this, weaponentities[slot]);
561                 }
562                 this.alpha = default_player_alpha;
563                 this.colormod = '1 1 1' * autocvar_g_player_brightness;
564                 this.exteriorweaponentity.alpha = default_weapon_alpha;
565
566                 this.speedrunning = false;
567
568                 target_voicescript_clear(this);
569
570                 // reset fields the weapons may use
571                 FOREACH(Weapons, true, LAMBDA(
572                         it.wr_resetplayer(it);
573                         // reload all reloadable weapons
574                         if (it.spawnflags & WEP_FLAG_RELOADABLE) {
575                                 this.weapon_load[it.m_id] = it.reloading_ammo;
576                         }
577                 ));
578
579                 {
580                         string s = spot.target;
581                         spot.target = string_null;
582                         WITH(entity, activator, this, LAMBDA(
583                                 WITH(entity, self, spot, SUB_UseTargets())
584                         ));
585                         spot.target = s;
586                 }
587
588                 Unfreeze(this);
589
590                 MUTATOR_CALLHOOK(PlayerSpawn, spot);
591
592                 if (autocvar_spawn_debug)
593                 {
594                         sprint(this, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
595                         remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
596                 }
597
598                 PS(this).m_switchweapon = w_getbestweapon(this);
599                 this.cnt = -1; // W_LastWeapon will not complain
600                 PS(this).m_weapon = WEP_Null;
601                 this.weaponname = "";
602                 PS(this).m_switchingweapon = WEP_Null;
603
604                 if (!warmup_stage && !this.alivetime)
605                         this.alivetime = time;
606
607                 antilag_clear(this, CS(this));
608         }
609 }
610
611 void ClientInit_misc();
612
613 .float ebouncefactor, ebouncestop; // electro's values
614 // TODO do we need all these fields, or should we stop autodetecting runtime
615 // changes and just have a console command to update this?
616 bool ClientInit_SendEntity(entity this, entity to, int sf)
617 {
618         WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
619         return = true;
620         msg_entity = to;
621         // MSG_INIT replacement
622         // TODO: make easier to use
623         Registry_send_all();
624         W_PROP_reload(MSG_ONE, to);
625         ClientInit_misc();
626         MUTATOR_CALLHOOK(Ent_Init);
627 }
628 void ClientInit_misc()
629 {
630         int channel = MSG_ONE;
631         WriteHeader(channel, ENT_CLIENT_INIT);
632         WriteByte(channel, g_nexball_meter_period * 32);
633         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
634         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
635         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
636         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
637         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
638         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
639         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
640         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
641
642         if(sv_foginterval && world.fog != "")
643                 WriteString(channel, world.fog);
644         else
645                 WriteString(channel, "");
646         WriteByte(channel, self.count * 255.0); // g_balance_armor_blockpercent
647         WriteByte(channel, serverflags); // client has to know if it should zoom or not
648         WriteCoord(channel, autocvar_g_trueaim_minrange);
649 }
650
651 void ClientInit_CheckUpdate()
652 {SELFPARAM();
653         self.nextthink = time;
654         if(self.count != autocvar_g_balance_armor_blockpercent)
655         {
656                 self.count = autocvar_g_balance_armor_blockpercent;
657                 self.SendFlags |= 1;
658         }
659 }
660
661 void ClientInit_Spawn()
662 {SELFPARAM();
663
664         entity e = new_pure(clientinit);
665         e.think = ClientInit_CheckUpdate;
666         Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
667
668         WITH(entity, self, e, ClientInit_CheckUpdate());
669 }
670
671 /*
672 =============
673 SetNewParms
674 =============
675 */
676 void SetNewParms ()
677 {
678         // initialize parms for a new player
679         parm1 = -(86400 * 366);
680
681         MUTATOR_CALLHOOK(SetNewParms);
682 }
683
684 /*
685 =============
686 SetChangeParms
687 =============
688 */
689 void SetChangeParms ()
690 {SELFPARAM();
691         // save parms for level change
692         parm1 = self.parm_idlesince - time;
693
694         MUTATOR_CALLHOOK(SetChangeParms);
695 }
696
697 /*
698 =============
699 DecodeLevelParms
700 =============
701 */
702 void DecodeLevelParms(entity this)
703 {
704         // load parms
705         this.parm_idlesince = parm1;
706         if (this.parm_idlesince == -(86400 * 366))
707                 this.parm_idlesince = time;
708
709         // whatever happens, allow 60 seconds of idling directly after connect for map loading
710         this.parm_idlesince = max(this.parm_idlesince, time - sv_maxidle + 60);
711
712         MUTATOR_CALLHOOK(DecodeLevelParms);
713 }
714
715 /*
716 =============
717 ClientKill
718
719 Called when a client types 'kill' in the console
720 =============
721 */
722
723 .float clientkill_nexttime;
724 void ClientKill_Now_TeamChange(entity this)
725 {
726         if(this.killindicator_teamchange == -1)
727         {
728                 JoinBestTeam( this, false, true );
729         }
730         else if(this.killindicator_teamchange == -2)
731         {
732                 if(blockSpectators)
733                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
734                 WITH(entity, self, this, PutObserverInServer());
735         }
736         else
737                 WITH(entity, self, this, SV_ChangeTeam(this.killindicator_teamchange - 1));
738         this.killindicator_teamchange = 0;
739 }
740
741 void ClientKill_Now()
742 {SELFPARAM();
743         if(self.vehicle)
744         {
745             vehicles_exit(VHEF_RELEASE);
746             if(!self.killindicator_teamchange)
747             {
748             self.vehicle_health = -1;
749             Damage(self, self, self, 1 , DEATH_KILL.m_id, self.origin, '0 0 0');
750             }
751         }
752
753         if(self.killindicator && !wasfreed(self.killindicator))
754                 remove(self.killindicator);
755
756         self.killindicator = world;
757
758         if(self.killindicator_teamchange)
759                 ClientKill_Now_TeamChange(self);
760
761         if(IS_PLAYER(self))
762                 Damage(self, self, self, 100000, DEATH_KILL.m_id, self.origin, '0 0 0');
763
764         // now I am sure the player IS dead
765 }
766 void KillIndicator_Think()
767 {SELFPARAM();
768         if (gameover)
769         {
770                 self.owner.killindicator = world;
771                 remove(self);
772                 return;
773         }
774
775         if (self.owner.alpha < 0 && !self.owner.vehicle)
776         {
777                 self.owner.killindicator = world;
778                 remove(self);
779                 return;
780         }
781
782         if(self.cnt <= 0)
783         {
784                 WITH(entity, self, self.owner, ClientKill_Now());
785                 return;
786         }
787     else if(g_cts && self.health == 1) // health == 1 means that it's silent
788     {
789         self.nextthink = time + 1;
790         self.cnt -= 1;
791     }
792         else
793         {
794                 if(self.cnt <= 10)
795                         setmodel(self, MDL_NUM(self.cnt));
796                 if(IS_REAL_CLIENT(self.owner))
797                 {
798                         if(self.cnt <= 10)
799                                 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
800                 }
801                 self.nextthink = time + 1;
802                 self.cnt -= 1;
803         }
804 }
805
806 float clientkilltime;
807 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
808 {SELFPARAM();
809         float killtime;
810         float starttime;
811         entity e;
812
813         if (gameover)
814                 return;
815
816         killtime = autocvar_g_balance_kill_delay;
817
818         if(g_race_qualifying || g_cts)
819                 killtime = 0;
820
821     if(MUTATOR_CALLHOOK(ClientKill, self, killtime))
822         return;
823
824         self.killindicator_teamchange = targetteam;
825
826     if(!self.killindicator)
827         {
828                 if(!IS_DEAD(self))
829                 {
830                         killtime = max(killtime, self.clientkill_nexttime - time);
831                         self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
832                 }
833
834                 if(killtime <= 0 || !IS_PLAYER(self) || IS_DEAD(self))
835                 {
836                         ClientKill_Now();
837                 }
838                 else
839                 {
840                         starttime = max(time, clientkilltime);
841
842                         self.killindicator = spawn();
843                         self.killindicator.owner = self;
844                         self.killindicator.scale = 0.5;
845                         setattachment(self.killindicator, self, "");
846                         setorigin(self.killindicator, '0 0 52');
847                         self.killindicator.think = KillIndicator_Think;
848                         self.killindicator.nextthink = starttime + (self.lip) * 0.05;
849                         clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
850                         self.killindicator.cnt = ceil(killtime);
851                         self.killindicator.count = bound(0, ceil(killtime), 10);
852                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
853
854                         for(e = world; (e = find(e, classname, "body")) != world; )
855                         {
856                                 if(e.enemy != self)
857                                         continue;
858                                 e.killindicator = spawn();
859                                 e.killindicator.owner = e;
860                                 e.killindicator.scale = 0.5;
861                                 setattachment(e.killindicator, e, "");
862                                 setorigin(e.killindicator, '0 0 52');
863                                 e.killindicator.think = KillIndicator_Think;
864                                 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
865                                 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
866                                 e.killindicator.cnt = ceil(killtime);
867                         }
868                         self.lip = 0;
869                 }
870         }
871         if(self.killindicator)
872         {
873                 if(targetteam == 0) // just die
874                 {
875                         self.killindicator.colormod = '0 0 0';
876                         if(IS_REAL_CLIENT(self))
877                         if(self.killindicator.cnt > 0)
878                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
879                 }
880                 else if(targetteam == -1) // auto
881                 {
882                         self.killindicator.colormod = '0 1 0';
883                         if(IS_REAL_CLIENT(self))
884                         if(self.killindicator.cnt > 0)
885                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
886                 }
887                 else if(targetteam == -2) // spectate
888                 {
889                         self.killindicator.colormod = '0.5 0.5 0.5';
890                         if(IS_REAL_CLIENT(self))
891                         if(self.killindicator.cnt > 0)
892                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
893                 }
894                 else
895                 {
896                         self.killindicator.colormod = Team_ColorRGB(targetteam);
897                         if(IS_REAL_CLIENT(self))
898                         if(self.killindicator.cnt > 0)
899                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), self.killindicator.cnt);
900                 }
901         }
902
903 }
904
905 void ClientKill ()
906 {SELFPARAM();
907         if(gameover) return;
908         if(self.player_blocked) return;
909         if(STAT(FROZEN, self)) return;
910
911         ClientKill_TeamChange(0);
912 }
913
914 void FixClientCvars(entity e)
915 {
916         // send prediction settings to the client
917         stuffcmd(e, "\nin_bindmap 0 0\n");
918         if(autocvar_g_antilag == 3) // client side hitscan
919                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
920         if(autocvar_sv_gentle)
921                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
922
923         MUTATOR_CALLHOOK(FixClientCvars, e);
924 }
925
926 float PlayerInIDList(entity p, string idlist)
927 {
928         float n, i;
929         string s;
930
931         // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
932         if (!p.crypto_idfp)
933                 return 0;
934
935         // this function allows abbreviated player IDs too!
936         n = tokenize_console(idlist);
937         for(i = 0; i < n; ++i)
938         {
939                 s = argv(i);
940                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
941                         return 1;
942         }
943
944         return 0;
945 }
946
947 #ifdef DP_EXT_PRECONNECT
948 /*
949 =============
950 ClientPreConnect
951
952 Called once (not at each match start) when a client begins a connection to the server
953 =============
954 */
955 void ClientPreConnect ()
956 {SELFPARAM();
957         if(autocvar_sv_eventlog)
958         {
959                 GameLogEcho(sprintf(":connect:%d:%d:%s",
960                         self.playerid,
961                         etof(self),
962                         ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot")
963                 ));
964         }
965 }
966 #endif
967
968 /**
969 =============
970 ClientConnect
971
972 Called when a client connects to the server
973 =============
974 */
975 void ClientConnect()
976 {
977         SELFPARAM();
978         if (Ban_MaybeEnforceBanOnce(this)) return;
979         assert(!IS_CLIENT(this), return);
980         assert(player_count >= 0, player_count = 0);
981         this.classname = "player_joining";
982         this.flags = FL_CLIENT;
983
984 #ifdef WATERMARK
985         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
986 #endif
987         this.version_nagtime = time + 10 + random() * 10;
988
989         ClientState_attach(this);
990
991         // identify the right forced team
992         if (autocvar_g_campaign)
993         {
994                 if (IS_REAL_CLIENT(this)) // only players, not bots
995                 {
996                         switch (autocvar_g_campaign_forceteam)
997                         {
998                                 case 1: this.team_forced = NUM_TEAM_1; break;
999                                 case 2: this.team_forced = NUM_TEAM_2; break;
1000                                 case 3: this.team_forced = NUM_TEAM_3; break;
1001                                 case 4: this.team_forced = NUM_TEAM_4; break;
1002                                 default: this.team_forced = 0;
1003                         }
1004                 }
1005         }
1006         else if (PlayerInIDList(this, autocvar_g_forced_team_red))    this.team_forced = NUM_TEAM_1;
1007         else if (PlayerInIDList(this, autocvar_g_forced_team_blue))   this.team_forced = NUM_TEAM_2;
1008         else if (PlayerInIDList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1009         else if (PlayerInIDList(this, autocvar_g_forced_team_pink))   this.team_forced = NUM_TEAM_4;
1010         else switch (autocvar_g_forced_team_otherwise)
1011         {
1012                 default: this.team_forced = 0; break;
1013                 case "red": this.team_forced = NUM_TEAM_1; break;
1014                 case "blue": this.team_forced = NUM_TEAM_2; break;
1015                 case "yellow": this.team_forced = NUM_TEAM_3; break;
1016                 case "pink": this.team_forced = NUM_TEAM_4; break;
1017                 case "spectate":
1018                 case "spectator":
1019                         this.team_forced = -1;
1020                         break;
1021         }
1022         if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1023
1024         JoinBestTeam(this, false, false); // if the team number is valid, keep it
1025
1026         if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
1027                 this.classname = STR_OBSERVER;
1028         } else {
1029                 if (!teamplay || autocvar_g_balance_teams)
1030                 {
1031                         this.classname = STR_PLAYER;
1032                         campaign_bots_may_start = 1;
1033                 }
1034                 else
1035                 {
1036                         this.classname = STR_OBSERVER; // do it anyway
1037                 }
1038         }
1039
1040         this.playerid = ++playerid_last;
1041
1042         PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1043
1044         // always track bots, don't ask for cl_allow_uidtracking
1045     if (IS_BOT_CLIENT(this)) PlayerStats_GameReport_AddPlayer(this);
1046
1047         if (autocvar_sv_eventlog)
1048                 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", this.netname));
1049
1050         LogTeamchange(this.playerid, this.team, 1);
1051
1052         this.just_joined = true;  // stop spamming the eventlog with additional lines when the client connects
1053
1054         this.netname_previous = strzone(this.netname);
1055
1056         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, ((teamplay && IS_PLAYER(this)) ? APP_TEAM_ENT(this, INFO_JOIN_CONNECT_TEAM) : INFO_JOIN_CONNECT), this.netname);
1057
1058         stuffcmd(this, clientstuff, "\n");
1059         stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1060
1061         FixClientCvars(this);
1062
1063         // get version info from player
1064         stuffcmd(this, "cmd clientversion $gameversion\n");
1065
1066         // notify about available teams
1067         if (teamplay)
1068         {
1069                 CheckAllowedTeams(this);
1070                 int t = 0;
1071                 if (c1 >= 0) t |= BIT(0);
1072                 if (c2 >= 0) t |= BIT(1);
1073                 if (c3 >= 0) t |= BIT(2);
1074                 if (c4 >= 0) t |= BIT(3);
1075                 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1076         }
1077         else
1078         {
1079                 stuffcmd(this, "set _teams_available 0\n");
1080         }
1081
1082         bot_relinkplayerlist();
1083
1084         this.spectatortime = time;
1085         if (blockSpectators)
1086         {
1087                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1088         }
1089
1090         this.jointime = time;
1091         this.allowed_timeouts = autocvar_sv_timeout_number;
1092
1093         if (IS_REAL_CLIENT(this))
1094         {
1095                 if (!autocvar_g_campaign)
1096                 {
1097                         this.motd_actived_time = -1;
1098                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1099                 }
1100
1101                 if (g_weaponarena_weapons == WEPSET(TUBA))
1102                         stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1103         }
1104
1105         if (!sv_foginterval && world.fog != "")
1106                 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1107
1108         if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)))
1109                 if (!g_ca && !g_cts && !g_race) // teamnagger is currently bad for ca, race & cts
1110                         send_CSQC_teamnagger();
1111
1112         CSQCMODEL_AUTOINIT(this);
1113
1114         this.model_randomizer = random();
1115
1116         if (IS_REAL_CLIENT(this))
1117                 sv_notice_join(this);
1118
1119         FOREACH_ENTITY_FLOAT(init_for_player_needed, true, {
1120                 WITH(entity, self, it, it.init_for_player(it));
1121         });
1122
1123         MUTATOR_CALLHOOK(ClientConnect, this);
1124 }
1125 /*
1126 =============
1127 ClientDisconnect
1128
1129 Called when a client disconnects from the server
1130 =============
1131 */
1132 .entity chatbubbleentity;
1133 void ReadyCount();
1134 void ClientDisconnect()
1135 {
1136         SELFPARAM();
1137         assert(IS_CLIENT(this), return);
1138
1139         PlayerStats_GameReport_FinalizePlayer(this);
1140         if (this.vehicle) vehicles_exit(VHEF_RELEASE);
1141         if (this.active_minigame) part_minigame(this);
1142         if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1143
1144         if (autocvar_sv_eventlog)
1145                 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1146
1147         Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1148
1149     MUTATOR_CALLHOOK(ClientDisconnect);
1150
1151         ClientState_detach(this);
1152
1153         Portal_ClearAll(self);
1154
1155         Unfreeze(self);
1156
1157         RemoveGrapplingHook(self);
1158
1159         // Here, everything has been done that requires this player to be a client.
1160
1161         self.flags &= ~FL_CLIENT;
1162
1163         if (this.chatbubbleentity) remove(this.chatbubbleentity);
1164         if (this.killindicator) remove(this.killindicator);
1165
1166         WaypointSprite_PlayerGone();
1167
1168         bot_relinkplayerlist();
1169
1170         if (self.netname_previous) strunzone(self.netname_previous);
1171         if (self.clientstatus) strunzone(self.clientstatus);
1172         if (self.weaponorder_byimpulse) strunzone(self.weaponorder_byimpulse);
1173         if (self.personal) remove(self.personal);
1174
1175         this.playerid = 0;
1176         ReadyCount();
1177         if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1178 }
1179
1180 void ChatBubbleThink()
1181 {SELFPARAM();
1182         self.nextthink = time;
1183         if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1184         {
1185                 if(self.owner) // but why can that ever be world?
1186                         self.owner.chatbubbleentity = world;
1187                 remove(self);
1188                 return;
1189         }
1190
1191         self.mdl = "";
1192
1193         if ( !IS_DEAD(self.owner) && IS_PLAYER(self.owner) )
1194         {
1195                 if ( self.owner.active_minigame )
1196                         self.mdl = "models/sprites/minigame_busy.iqm";
1197                 else if (PHYS_INPUT_BUTTON_CHAT(self.owner))
1198                         self.mdl = "models/misc/chatbubble.spr";
1199         }
1200
1201         if ( self.model != self.mdl )
1202                 _setmodel(self, self.mdl);
1203
1204 }
1205
1206 void UpdateChatBubble()
1207 {SELFPARAM();
1208         if (self.alpha < 0)
1209                 return;
1210         // spawn a chatbubble entity if needed
1211         if (!self.chatbubbleentity)
1212         {
1213                 self.chatbubbleentity = new(chatbubbleentity);
1214                 self.chatbubbleentity.owner = self;
1215                 self.chatbubbleentity.exteriormodeltoclient = self;
1216                 self.chatbubbleentity.think = ChatBubbleThink;
1217                 self.chatbubbleentity.nextthink = time;
1218                 setmodel(self.chatbubbleentity, MDL_CHAT); // precision set below
1219                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1220                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1221                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1222                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1223                 //self.chatbubbleentity.model = "";
1224                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1225         }
1226 }
1227
1228
1229 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1230 // added to the model skins
1231 /*void UpdateColorModHack()
1232 {
1233         float c;
1234         c = self.clientcolors & 15;
1235         // LordHavoc: only bothering to support white, green, red, yellow, blue
1236              if (!teamplay) self.colormod = '0 0 0';
1237         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1238         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1239         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1240         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1241         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1242         else self.colormod = '1 1 1';
1243 }*/
1244
1245 void respawn()
1246 {SELFPARAM();
1247         if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1248         {
1249                 self.solid = SOLID_NOT;
1250                 self.takedamage = DAMAGE_NO;
1251                 self.movetype = MOVETYPE_FLY;
1252                 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1253                 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1254                 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1255                 Send_Effect(EFFECT_RESPAWN_GHOST, self.origin, '0 0 0', 1);
1256                 if(autocvar_g_respawn_ghosts_maxtime)
1257                         SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1258         }
1259
1260         CopyBody(self, 1);
1261
1262         self.effects |= EF_NODRAW; // prevent another CopyBody
1263         PutClientInServer();
1264 }
1265
1266 void play_countdown(float finished, string samp)
1267 {SELFPARAM();
1268         if(IS_REAL_CLIENT(self))
1269                 if(floor(finished - time - frametime) != floor(finished - time))
1270                         if(finished - time < 6)
1271                                 _sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1272 }
1273
1274 void player_powerups ()
1275 {SELFPARAM();
1276         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1277         int items_prev = self.items;
1278
1279         if((self.items & IT_USING_JETPACK) && !IS_DEAD(self) && !gameover)
1280                 self.modelflags |= MF_ROCKET;
1281         else
1282                 self.modelflags &= ~MF_ROCKET;
1283
1284         self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1285
1286         if((self.alpha < 0 || IS_DEAD(self)) && !self.vehicle) // don't apply the flags if the player is gibbed
1287                 return;
1288
1289         Fire_ApplyDamage(self);
1290         Fire_ApplyEffect(self);
1291
1292         if (!g_instagib)
1293         {
1294                 if (self.items & ITEM_Strength.m_itemid)
1295                 {
1296                         play_countdown(self.strength_finished, SND(POWEROFF));
1297                         self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1298                         if (time > self.strength_finished)
1299                         {
1300                                 self.items = self.items - (self.items & ITEM_Strength.m_itemid);
1301                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1302                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1303                         }
1304                 }
1305                 else
1306                 {
1307                         if (time < self.strength_finished)
1308                         {
1309                                 self.items = self.items | ITEM_Strength.m_itemid;
1310                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1311                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1312                         }
1313                 }
1314                 if (self.items & ITEM_Shield.m_itemid)
1315                 {
1316                         play_countdown(self.invincible_finished, SND(POWEROFF));
1317                         self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1318                         if (time > self.invincible_finished)
1319                         {
1320                                 self.items = self.items - (self.items & ITEM_Shield.m_itemid);
1321                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1322                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1323                         }
1324                 }
1325                 else
1326                 {
1327                         if (time < self.invincible_finished)
1328                         {
1329                                 self.items = self.items | ITEM_Shield.m_itemid;
1330                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1331                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1332                         }
1333                 }
1334                 if (self.items & IT_SUPERWEAPON)
1335                 {
1336                         if (!(self.weapons & WEPSET_SUPERWEAPONS))
1337                         {
1338                                 self.superweapons_finished = 0;
1339                                 self.items = self.items - (self.items & IT_SUPERWEAPON);
1340                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1341                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1342                         }
1343                         else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1344                         {
1345                                 // don't let them run out
1346                         }
1347                         else
1348                         {
1349                                 play_countdown(self.superweapons_finished, SND(POWEROFF));
1350                                 if (time > self.superweapons_finished)
1351                                 {
1352                                         self.items = self.items - (self.items & IT_SUPERWEAPON);
1353                                         self.weapons &= ~WEPSET_SUPERWEAPONS;
1354                                         //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1355                                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1356                                 }
1357                         }
1358                 }
1359                 else if(self.weapons & WEPSET_SUPERWEAPONS)
1360                 {
1361                         if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1362                         {
1363                                 self.items = self.items | IT_SUPERWEAPON;
1364                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1365                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1366                         }
1367                         else
1368                         {
1369                                 self.superweapons_finished = 0;
1370                                 self.weapons &= ~WEPSET_SUPERWEAPONS;
1371                         }
1372                 }
1373                 else
1374                 {
1375                         self.superweapons_finished = 0;
1376                 }
1377         }
1378
1379         if(autocvar_g_nodepthtestplayers)
1380                 self.effects = self.effects | EF_NODEPTHTEST;
1381
1382         if(autocvar_g_fullbrightplayers)
1383                 self.effects = self.effects | EF_FULLBRIGHT;
1384
1385         if (time >= game_starttime)
1386         if (time < self.spawnshieldtime)
1387                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1388
1389         MUTATOR_CALLHOOK(PlayerPowerups, self, items_prev);
1390 }
1391
1392 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1393 {
1394         if(current > stable)
1395                 return current;
1396         else if(current > stable - 0.25) // when close enough, "snap"
1397                 return stable;
1398         else
1399                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1400 }
1401
1402 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1403 {
1404         if(current < stable)
1405                 return current;
1406         else if(current < stable + 0.25) // when close enough, "snap"
1407                 return stable;
1408         else
1409                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1410 }
1411
1412 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1413 {
1414         if(current > rotstable)
1415         {
1416                 if(rotframetime > 0)
1417                 {
1418                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1419                         current = max(rotstable, current - rotlinear * rotframetime);
1420                 }
1421         }
1422         else if(current < regenstable)
1423         {
1424                 if(regenframetime > 0)
1425                 {
1426                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1427                         current = min(regenstable, current + regenlinear * regenframetime);
1428                 }
1429         }
1430
1431         if(current > limit)
1432                 current = limit;
1433
1434         return current;
1435 }
1436
1437 void player_regen ()
1438 {SELFPARAM();
1439         float max_mod, regen_mod, rot_mod, limit_mod;
1440         max_mod = regen_mod = rot_mod = limit_mod = 1;
1441         regen_mod_max = max_mod;
1442         regen_mod_regen = regen_mod;
1443         regen_mod_rot = rot_mod;
1444         regen_mod_limit = limit_mod;
1445
1446         regen_health = autocvar_g_balance_health_regen;
1447         regen_health_linear = autocvar_g_balance_health_regenlinear;
1448         regen_health_rot = autocvar_g_balance_health_rot;
1449         regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1450         regen_health_stable = autocvar_g_balance_health_regenstable;
1451         regen_health_rotstable = autocvar_g_balance_health_rotstable;
1452         if(!MUTATOR_CALLHOOK(PlayerRegen))
1453         if(!STAT(FROZEN, self))
1454         {
1455                 float mina, maxa, limith, limita;
1456                 maxa = autocvar_g_balance_armor_rotstable;
1457                 mina = autocvar_g_balance_armor_regenstable;
1458                 limith = autocvar_g_balance_health_limit;
1459                 limita = autocvar_g_balance_armor_limit;
1460
1461                 max_mod = regen_mod_max;
1462                 regen_mod = regen_mod_regen;
1463                 rot_mod = regen_mod_rot;
1464                 limit_mod = regen_mod_limit;
1465
1466                 regen_health_rotstable = regen_health_rotstable * max_mod;
1467                 regen_health_stable = regen_health_stable * max_mod;
1468                 limith = limith * limit_mod;
1469                 limita = limita * limit_mod;
1470
1471                 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);
1472                 self.health = CalcRotRegen(self.health, regen_health_stable, regen_health, regen_health_linear, regen_mod * frametime * (time > self.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear, rot_mod * frametime * (time > self.pauserothealth_finished), limith);
1473         }
1474
1475         // if player rotted to death...  die!
1476         // check this outside above checks, as player may still be able to rot to death
1477         if(self.health < 1)
1478         {
1479                 if(self.vehicle)
1480                         vehicles_exit(VHEF_RELEASE);
1481                 if(self.event_damage)
1482                         self.event_damage(self, self, self, 1, DEATH_ROT.m_id, self.origin, '0 0 0');
1483         }
1484
1485         if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1486         {
1487                 float minf, maxf, limitf;
1488
1489                 maxf = autocvar_g_balance_fuel_rotstable;
1490                 minf = autocvar_g_balance_fuel_regenstable;
1491                 limitf = autocvar_g_balance_fuel_limit;
1492
1493                 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 & ITEM_JetpackRegen.m_itemid) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > self.pauserotfuel_finished), limitf);
1494         }
1495 }
1496
1497 float zoomstate_set;
1498 void SetZoomState(float z)
1499 {SELFPARAM();
1500         if(z != self.zoomstate)
1501         {
1502                 self.zoomstate = z;
1503                 ClientData_Touch(self);
1504         }
1505         zoomstate_set = 1;
1506 }
1507
1508 void GetPressedKeys()
1509 {
1510         SELFPARAM();
1511         MUTATOR_CALLHOOK(GetPressedKeys);
1512         int keys = this.pressedkeys;
1513         keys = BITSET(keys, KEY_FORWARD,        this.movement.x > 0);
1514         keys = BITSET(keys, KEY_BACKWARD,       this.movement.x < 0);
1515         keys = BITSET(keys, KEY_RIGHT,          this.movement.y > 0);
1516         keys = BITSET(keys, KEY_LEFT,           this.movement.y < 0);
1517
1518         keys = BITSET(keys, KEY_JUMP,           PHYS_INPUT_BUTTON_JUMP(this));
1519         keys = BITSET(keys, KEY_CROUCH,         PHYS_INPUT_BUTTON_CROUCH(this));
1520         keys = BITSET(keys, KEY_ATCK,           PHYS_INPUT_BUTTON_ATCK(this));
1521         keys = BITSET(keys, KEY_ATCK2,          PHYS_INPUT_BUTTON_ATCK2(this));
1522         this.pressedkeys = keys;
1523 }
1524
1525 /*
1526 ======================
1527 spectate mode routines
1528 ======================
1529 */
1530
1531 void SpectateCopy(entity this, entity spectatee)
1532 {
1533         MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1534         PS(this) = PS(spectatee);
1535         this.armortype = spectatee.armortype;
1536         this.armorvalue = spectatee.armorvalue;
1537         this.ammo_cells = spectatee.ammo_cells;
1538         this.ammo_plasma = spectatee.ammo_plasma;
1539         this.ammo_shells = spectatee.ammo_shells;
1540         this.ammo_nails = spectatee.ammo_nails;
1541         this.ammo_rockets = spectatee.ammo_rockets;
1542         this.ammo_fuel = spectatee.ammo_fuel;
1543         this.clip_load = spectatee.clip_load;
1544         this.clip_size = spectatee.clip_size;
1545         this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1546         this.health = spectatee.health;
1547         this.impulse = 0;
1548         this.items = spectatee.items;
1549         this.last_pickup = spectatee.last_pickup;
1550         this.hit_time = spectatee.hit_time;
1551         this.strength_finished = spectatee.strength_finished;
1552         this.invincible_finished = spectatee.invincible_finished;
1553         this.pressedkeys = spectatee.pressedkeys;
1554         this.weapons = spectatee.weapons;
1555         this.vortex_charge = spectatee.vortex_charge;
1556         this.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1557         this.hagar_load = spectatee.hagar_load;
1558         this.arc_heat_percent = spectatee.arc_heat_percent;
1559         this.minelayer_mines = spectatee.minelayer_mines;
1560         this.punchangle = spectatee.punchangle;
1561         this.view_ofs = spectatee.view_ofs;
1562         this.velocity = spectatee.velocity;
1563         this.dmg_take = spectatee.dmg_take;
1564         this.dmg_save = spectatee.dmg_save;
1565         this.dmg_inflictor = spectatee.dmg_inflictor;
1566         this.v_angle = spectatee.v_angle;
1567         this.angles = spectatee.v_angle;
1568         STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1569         this.revive_progress = spectatee.revive_progress;
1570         if(!PHYS_INPUT_BUTTON_USE(this))
1571                 this.fixangle = true;
1572         setorigin(this, spectatee.origin);
1573         setsize(this, spectatee.mins, spectatee.maxs);
1574         SetZoomState(spectatee.zoomstate);
1575
1576     anticheat_spectatecopy(spectatee);
1577         this.hud = spectatee.hud;
1578         if(spectatee.vehicle)
1579     {
1580         this.fixangle = false;
1581         //this.velocity = spectatee.vehicle.velocity;
1582         this.vehicle_health = spectatee.vehicle_health;
1583         this.vehicle_shield = spectatee.vehicle_shield;
1584         this.vehicle_energy = spectatee.vehicle_energy;
1585         this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1586         this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1587         this.vehicle_reload1 = spectatee.vehicle_reload1;
1588         this.vehicle_reload2 = spectatee.vehicle_reload2;
1589
1590         msg_entity = this;
1591
1592         WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1593             WriteAngle(MSG_ONE,  spectatee.v_angle.x);
1594             WriteAngle(MSG_ONE,  spectatee.v_angle.y);
1595             WriteAngle(MSG_ONE,  spectatee.v_angle.z);
1596
1597         //WriteByte (MSG_ONE, SVC_SETVIEW);
1598         //    WriteEntity(MSG_ONE, this);
1599         //makevectors(spectatee.v_angle);
1600         //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1601     }
1602 }
1603
1604 bool SpectateUpdate()
1605 {SELFPARAM();
1606         if(!self.enemy)
1607             return false;
1608
1609         if(!IS_PLAYER(self.enemy) || self == self.enemy)
1610         {
1611                 SetSpectatee(self, NULL);
1612                 return false;
1613         }
1614
1615         SpectateCopy(this, this.enemy);
1616
1617         return true;
1618 }
1619
1620 bool SpectateSet()
1621 {SELFPARAM();
1622         if(!IS_PLAYER(self.enemy))
1623                 return false;
1624
1625         msg_entity = self;
1626         WriteByte(MSG_ONE, SVC_SETVIEW);
1627         WriteEntity(MSG_ONE, self.enemy);
1628         self.movetype = MOVETYPE_NONE;
1629         accuracy_resend(self);
1630
1631         if(!SpectateUpdate())
1632                 PutObserverInServer();
1633
1634         return true;
1635 }
1636
1637 void SetSpectatee(entity player, entity spectatee)
1638 {
1639         entity old_spectatee = player.enemy;
1640
1641         player.enemy = spectatee;
1642
1643         // WEAPONTODO
1644         // these are required to fix the spectator bug with arc
1645         if(old_spectatee && old_spectatee.arc_beam) { old_spectatee.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1646         if(player.enemy && player.enemy.arc_beam) { player.enemy.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1647 }
1648
1649 bool Spectate(entity pl)
1650 {SELFPARAM();
1651         if(MUTATOR_CALLHOOK(SpectateSet, self, pl))
1652                 return false;
1653         pl = spec_player;
1654
1655         SetSpectatee(self, pl);
1656         return SpectateSet();
1657 }
1658
1659 bool SpectateNext()
1660 {SELFPARAM();
1661         other = find(self.enemy, classname, STR_PLAYER);
1662
1663         if (MUTATOR_CALLHOOK(SpectateNext, self, other))
1664                 other = spec_player;
1665         else if (!other)
1666                 other = find(other, classname, STR_PLAYER);
1667
1668         if(other) { SetSpectatee(self, other); }
1669
1670         return SpectateSet();
1671 }
1672
1673 bool SpectatePrev()
1674 {SELFPARAM();
1675         // NOTE: chain order is from the highest to the lower entnum (unlike find)
1676         other = findchain(classname, STR_PLAYER);
1677         if (!other) // no player
1678                 return false;
1679
1680         entity first = other;
1681         // skip players until current spectated player
1682         if(self.enemy)
1683         while(other && other != self.enemy)
1684                 other = other.chain;
1685
1686         switch (MUTATOR_CALLHOOK(SpectatePrev, self, other, first))
1687         {
1688                 case MUT_SPECPREV_FOUND:
1689                     other = spec_player;
1690                     break;
1691                 case MUT_SPECPREV_RETURN:
1692                     other = spec_player;
1693                     return true;
1694                 case MUT_SPECPREV_CONTINUE:
1695                 default:
1696                 {
1697                         if(other.chain)
1698                                 other = other.chain;
1699                         else
1700                                 other = first;
1701                         break;
1702                 }
1703         }
1704
1705         SetSpectatee(self, other);
1706         return SpectateSet();
1707 }
1708
1709 /*
1710 =============
1711 ShowRespawnCountdown()
1712
1713 Update a respawn countdown display.
1714 =============
1715 */
1716 void ShowRespawnCountdown()
1717 {SELFPARAM();
1718         float number;
1719         if(!IS_DEAD(self)) // just respawned?
1720                 return;
1721         else
1722         {
1723                 number = ceil(self.respawn_time - time);
1724                 if(number <= 0)
1725                         return;
1726                 if(number <= self.respawn_countdown)
1727                 {
1728                         self.respawn_countdown = number - 1;
1729                         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
1730                                 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1731                 }
1732         }
1733 }
1734
1735 void LeaveSpectatorMode()
1736 {SELFPARAM();
1737         if(self.caplayer)
1738                 return;
1739         if(nJoinAllowed(self, self))
1740         {
1741                 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1742                 {
1743                         self.classname = STR_PLAYER;
1744
1745                         if(autocvar_g_campaign || autocvar_g_balance_teams)
1746                                 { JoinBestTeam(self, false, true); }
1747
1748                         if(autocvar_g_campaign)
1749                                 { campaign_bots_may_start = 1; }
1750
1751                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CPID_PREVENT_JOIN);
1752
1753                         PutClientInServer();
1754
1755                         if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, ((teamplay && this.team != -1) ? APP_TEAM_ENT(this, INFO_JOIN_PLAY_TEAM) : INFO_JOIN_PLAY), self.netname); }
1756                 }
1757                 else
1758                         stuffcmd(self, "menu_showteamselect\n");
1759         }
1760         else
1761         {
1762                 // Player may not join because g_maxplayers is set
1763                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
1764         }
1765 }
1766
1767 /**
1768  * Determines whether the player is allowed to join. This depends on cvar
1769  * g_maxplayers, if it isn't used this function always return true, otherwise
1770  * it checks whether the number of currently playing players exceeds g_maxplayers.
1771  * @return int number of free slots for players, 0 if none
1772  */
1773 bool nJoinAllowed(entity this, entity ignore)
1774 {
1775         if(!ignore)
1776         // this is called that way when checking if anyone may be able to join (to build qcstatus)
1777         // so report 0 free slots if restricted
1778         {
1779                 if(autocvar_g_forced_team_otherwise == "spectate")
1780                         return false;
1781                 if(autocvar_g_forced_team_otherwise == "spectator")
1782                         return false;
1783         }
1784
1785         if(this.team_forced < 0)
1786                 return false; // forced spectators can never join
1787
1788         // TODO simplify this
1789         int totalClients = 0;
1790         int currentlyPlaying = 0;
1791         FOREACH_CLIENT(true, LAMBDA(
1792                 if(it != ignore)
1793                         ++totalClients;
1794                 if(IS_REAL_CLIENT(it))
1795                 if(IS_PLAYER(it) || it.caplayer)
1796                         ++currentlyPlaying;
1797         ));
1798
1799         if (!autocvar_g_maxplayers)
1800                 return maxclients - totalClients;
1801
1802         if(currentlyPlaying < autocvar_g_maxplayers)
1803                 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1804
1805         return false;
1806 }
1807
1808 /**
1809  * Checks whether the client is an observer or spectator, if so, he will get kicked after
1810  * g_maxplayers_spectator_blocktime seconds
1811  */
1812 void checkSpectatorBlock()
1813 {SELFPARAM();
1814         if(IS_SPEC(self) || IS_OBSERVER(self))
1815         if(!self.caplayer)
1816         if(IS_REAL_CLIENT(self))
1817         {
1818                 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
1819                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
1820                         dropclient(self);
1821                 }
1822         }
1823 }
1824
1825 void PrintWelcomeMessage()
1826 {SELFPARAM();
1827         if(self.motd_actived_time == 0)
1828         {
1829                 if (autocvar_g_campaign) {
1830                         if ((IS_PLAYER(self) && PHYS_INPUT_BUTTON_INFO(self)) || (!IS_PLAYER(self))) {
1831                                 self.motd_actived_time = time;
1832                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
1833                         }
1834                 } else {
1835                         if (PHYS_INPUT_BUTTON_INFO(self)) {
1836                                 self.motd_actived_time = time;
1837                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1838                         }
1839                 }
1840         }
1841         else if(self.motd_actived_time > 0) // showing MOTD or campaign message
1842         {
1843                 if (autocvar_g_campaign) {
1844                         if (PHYS_INPUT_BUTTON_INFO(self))
1845                                 self.motd_actived_time = time;
1846                         else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
1847                                 self.motd_actived_time = 0;
1848                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CPID_MOTD);
1849                         }
1850                 } else {
1851                         if (PHYS_INPUT_BUTTON_INFO(self))
1852                                 self.motd_actived_time = time;
1853                         else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
1854                                 self.motd_actived_time = 0;
1855                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CPID_MOTD);
1856                         }
1857                 }
1858         }
1859         else //if(self.motd_actived_time < 0) // just connected, motd is active
1860         {
1861                 if(PHYS_INPUT_BUTTON_INFO(self)) // BUTTON_INFO hides initial MOTD
1862                         self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
1863                 else if(self.motd_actived_time == -2 || IS_PLAYER(self) || IS_SPEC(self))
1864                 {
1865                         // instanctly hide MOTD
1866                         self.motd_actived_time = 0;
1867                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CPID_MOTD);
1868                 }
1869         }
1870 }
1871
1872 void ObserverThink()
1873 {SELFPARAM();
1874         if ( self.impulse )
1875         {
1876                 MinigameImpulse(self, self.impulse);
1877                 self.impulse = 0;
1878         }
1879         float prefered_movetype;
1880         if (self.flags & FL_JUMPRELEASED) {
1881                 if (PHYS_INPUT_BUTTON_JUMP(self) && !self.version_mismatch) {
1882                         self.flags &= ~FL_JUMPRELEASED;
1883                         self.flags |= FL_SPAWNING;
1884                 } else if(PHYS_INPUT_BUTTON_ATCK(self) && !self.version_mismatch) {
1885                         self.flags &= ~FL_JUMPRELEASED;
1886                         if(SpectateNext()) {
1887                                 self.classname = STR_SPECTATOR;
1888                         }
1889                 } else {
1890                         prefered_movetype = ((!PHYS_INPUT_BUTTON_USE(self) ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
1891                         if (self.movetype != prefered_movetype)
1892                                 self.movetype = prefered_movetype;
1893                 }
1894         } else {
1895                 if (!(PHYS_INPUT_BUTTON_ATCK(self) || PHYS_INPUT_BUTTON_JUMP(self))) {
1896                         self.flags |= FL_JUMPRELEASED;
1897                         if(self.flags & FL_SPAWNING)
1898                         {
1899                                 self.flags &= ~FL_SPAWNING;
1900                                 LeaveSpectatorMode();
1901                                 return;
1902                         }
1903                 }
1904         }
1905 }
1906
1907 void SpectatorThink()
1908 {SELFPARAM();
1909         if ( self.impulse )
1910         {
1911                 if(MinigameImpulse(self, self.impulse))
1912                         self.impulse = 0;
1913         }
1914         if (self.flags & FL_JUMPRELEASED) {
1915                 if (PHYS_INPUT_BUTTON_JUMP(self) && !self.version_mismatch) {
1916                         self.flags &= ~FL_JUMPRELEASED;
1917                         self.flags |= FL_SPAWNING;
1918                 } else if(PHYS_INPUT_BUTTON_ATCK(self) || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
1919                         self.flags &= ~FL_JUMPRELEASED;
1920                         if(SpectateNext()) {
1921                                 self.classname = STR_SPECTATOR;
1922                         } else {
1923                                 self.classname = STR_OBSERVER;
1924                                 PutClientInServer();
1925                         }
1926                         self.impulse = 0;
1927                 } else if(self.impulse == 12 || self.impulse == 16  || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
1928                         self.flags &= ~FL_JUMPRELEASED;
1929                         if(SpectatePrev()) {
1930                                 self.classname = STR_SPECTATOR;
1931                         } else {
1932                                 self.classname = STR_OBSERVER;
1933                                 PutClientInServer();
1934                         }
1935                         self.impulse = 0;
1936                 } else if (PHYS_INPUT_BUTTON_ATCK2(self)) {
1937                         self.flags &= ~FL_JUMPRELEASED;
1938                         self.classname = STR_OBSERVER;
1939                         PutClientInServer();
1940                 } else {
1941                         if(!SpectateUpdate())
1942                                 PutObserverInServer();
1943                 }
1944         } else {
1945                 if (!(PHYS_INPUT_BUTTON_ATCK(self) || PHYS_INPUT_BUTTON_ATCK2(self))) {
1946                         self.flags |= FL_JUMPRELEASED;
1947                         if(self.flags & FL_SPAWNING)
1948                         {
1949                                 self.flags &= ~FL_SPAWNING;
1950                                 LeaveSpectatorMode();
1951                                 return;
1952                         }
1953                 }
1954                 if(!SpectateUpdate())
1955                         PutObserverInServer();
1956         }
1957
1958         self.flags |= FL_CLIENT | FL_NOTARGET;
1959 }
1960
1961 void vehicles_enter (entity pl, entity veh);
1962 void PlayerUseKey()
1963 {SELFPARAM();
1964         if (!IS_PLAYER(self))
1965                 return;
1966
1967         if(self.vehicle)
1968         {
1969                 if(!gameover)
1970                 {
1971                         vehicles_exit(VHEF_NORMAL);
1972                         return;
1973                 }
1974         }
1975         else if(autocvar_g_vehicles_enter)
1976         {
1977                 if(!STAT(FROZEN, self))
1978                 if(!IS_DEAD(self))
1979                 if(!gameover)
1980                 {
1981                         entity head, closest_target = world;
1982                         head = WarpZone_FindRadius(self.origin, autocvar_g_vehicles_enter_radius, true);
1983
1984                         while(head) // find the closest acceptable target to enter
1985                         {
1986                                 if(head.vehicle_flags & VHF_ISVEHICLE)
1987                                 if(!IS_DEAD(head))
1988                                 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, self)))
1989                                 if(head.takedamage != DAMAGE_NO)
1990                                 {
1991                                         if(closest_target)
1992                                         {
1993                                                 if(vlen(self.origin - head.origin) < vlen(self.origin - closest_target.origin))
1994                                                 { closest_target = head; }
1995                                         }
1996                                         else { closest_target = head; }
1997                                 }
1998
1999                                 head = head.chain;
2000                         }
2001
2002                         if(closest_target) { vehicles_enter(self, closest_target); return; }
2003                 }
2004         }
2005
2006         // a use key was pressed; call handlers
2007         MUTATOR_CALLHOOK(PlayerUseKey);
2008 }
2009
2010
2011 /*
2012 =============
2013 PlayerPreThink
2014
2015 Called every frame for each client before the physics are run
2016 =============
2017 */
2018 .float usekeypressed;
2019 void() nexball_setstatus;
2020 .float last_vehiclecheck;
2021 .int items_added;
2022 void PlayerPreThink ()
2023 {SELFPARAM();
2024         WarpZone_PlayerPhysics_FixVAngle();
2025
2026         self.stat_game_starttime = game_starttime;
2027         self.stat_round_starttime = round_starttime;
2028         self.stat_allow_oldvortexbeam = autocvar_g_allow_oldvortexbeam;
2029         self.stat_leadlimit = autocvar_leadlimit;
2030
2031         self.weaponsinmap = weaponsInMap;
2032
2033         if(frametime)
2034         {
2035                 // physics frames: update anticheat stuff
2036                 anticheat_prethink();
2037         }
2038
2039         if(blockSpectators && frametime)
2040                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2041                 checkSpectatorBlock();
2042
2043         zoomstate_set = 0;
2044
2045         // Savage: Check for nameless players
2046         if (isInvisibleString(self.netname)) {
2047                 string new_name = strzone(strcat("Player@", ftos(self.playerid)));
2048                 if(autocvar_sv_eventlog)
2049                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", new_name));
2050                 if(self.netname_previous)
2051                         strunzone(self.netname_previous);
2052                 self.netname_previous = strzone(new_name);
2053                 self.netname = self.netname_previous;
2054                 // stuffcmd(self, strcat("name ", self.netname, "\n"));
2055         } else if(self.netname_previous != self.netname) {
2056                 if(autocvar_sv_eventlog)
2057                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2058                 if(self.netname_previous)
2059                         strunzone(self.netname_previous);
2060                 self.netname_previous = strzone(self.netname);
2061         }
2062
2063         // version nagging
2064         if(self.version_nagtime)
2065                 if(self.cvar_g_xonoticversion)
2066                         if(time > self.version_nagtime)
2067                         {
2068                                 // don't notify git users
2069                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2070                                 {
2071                                         if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2072                                         {
2073                                                 // notify release users if connecting to git
2074                                                 LOG_TRACE("^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");
2075                                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2076                                         }
2077                                         else
2078                                         {
2079                                                 float r;
2080                                                 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2081                                                 if(r < 0)
2082                                                 {
2083                                                         // give users new version
2084                                                         LOG_TRACE("^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");
2085                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2086                                                 }
2087                                                 else if(r > 0)
2088                                                 {
2089                                                         // notify users about old server version
2090                                                         LOG_INFO("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2091                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2092                                                 }
2093                                         }
2094                                 }
2095                                 self.version_nagtime = 0;
2096                         }
2097
2098         // GOD MODE info
2099         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2100         {
2101                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2102                 self.max_armorvalue = 0;
2103         }
2104
2105         if(STAT(FROZEN, self) == 2)
2106         {
2107                 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
2108                 self.health = max(1, self.revive_progress * start_health);
2109                 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
2110
2111                 if(self.revive_progress >= 1)
2112                         Unfreeze(self);
2113         }
2114         else if(STAT(FROZEN, self) == 3)
2115         {
2116                 self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1);
2117                 self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress );
2118
2119                 if(self.health < 1)
2120                 {
2121                         if(self.vehicle)
2122                                 vehicles_exit(VHEF_RELEASE);
2123                         self.event_damage(self, self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, self.origin, '0 0 0');
2124                 }
2125                 else if ( self.revive_progress <= 0 )
2126                         Unfreeze(self);
2127         }
2128
2129         MUTATOR_CALLHOOK(PlayerPreThink);
2130
2131         if(autocvar_g_vehicles_enter)
2132         if(time > self.last_vehiclecheck)
2133         if(IS_PLAYER(self))
2134         if(!gameover)
2135         if(!STAT(FROZEN, self))
2136         if(!self.vehicle)
2137         if(!IS_DEAD(self))
2138         {
2139                 entity veh;
2140                 for(veh = world; (veh = findflags(veh, vehicle_flags, VHF_ISVEHICLE)); )
2141                 if(vlen(veh.origin - self.origin) < autocvar_g_vehicles_enter_radius)
2142                 if(!IS_DEAD(veh))
2143                 if(veh.takedamage != DAMAGE_NO)
2144                 if((veh.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(veh.owner, self))
2145                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2146                 else if(!veh.owner)
2147                 if(!veh.team || SAME_TEAM(self, veh))
2148                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER);
2149                 else if(autocvar_g_vehicles_steal)
2150                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2151
2152                 self.last_vehiclecheck = time + 1;
2153         }
2154
2155         if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2156         {
2157                 if(PHYS_INPUT_BUTTON_USE(self) && !self.usekeypressed)
2158                         PlayerUseKey();
2159                 self.usekeypressed = PHYS_INPUT_BUTTON_USE(self);
2160         }
2161
2162         if(IS_REAL_CLIENT(self))
2163                 PrintWelcomeMessage();
2164
2165         if(IS_PLAYER(self))
2166         {
2167
2168                 CheckRules_Player();
2169
2170                 if (intermission_running)
2171                 {
2172                         IntermissionThink ();   // otherwise a button could be missed between
2173                         return;                                 // the think tics
2174                 }
2175
2176                 //don't allow the player to turn around while game is paused!
2177                 if(timeout_status == TIMEOUT_ACTIVE) {
2178                         // FIXME turn this into CSQC stuff
2179                         self.v_angle = self.lastV_angle;
2180                         self.angles = self.lastV_angle;
2181                         self.fixangle = true;
2182                 }
2183
2184                 if(frametime)
2185                 {
2186                         player_powerups();
2187                 }
2188
2189                 if (IS_DEAD(self))
2190                 {
2191                         if(self.personal && g_race_qualifying)
2192                         {
2193                                 if(time > self.respawn_time)
2194                                 {
2195                                         self.respawn_time = time + 1; // only retry once a second
2196                                         self.stat_respawn_time = self.respawn_time;
2197                                         respawn();
2198                                         self.impulse = 141;
2199                                 }
2200                         }
2201                         else
2202                         {
2203                                 float button_pressed;
2204                                 if(frametime)
2205                                         player_anim();
2206                                 button_pressed = (PHYS_INPUT_BUTTON_ATCK(self) || PHYS_INPUT_BUTTON_JUMP(self) || PHYS_INPUT_BUTTON_ATCK2(self) || PHYS_INPUT_BUTTON_HOOK(self) || PHYS_INPUT_BUTTON_USE(self));
2207
2208                                 if (self.deadflag == DEAD_DYING)
2209                                 {
2210                                         if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2211                                                 self.deadflag = DEAD_RESPAWNING;
2212                                         else if(!button_pressed)
2213                                                 self.deadflag = DEAD_DEAD;
2214                                 }
2215                                 else if (self.deadflag == DEAD_DEAD)
2216                                 {
2217                                         if(button_pressed)
2218                                                 self.deadflag = DEAD_RESPAWNABLE;
2219                                         else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2220                                                 self.deadflag = DEAD_RESPAWNING;
2221                                 }
2222                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2223                                 {
2224                                         if(!button_pressed)
2225                                                 self.deadflag = DEAD_RESPAWNING;
2226                                 }
2227                                 else if (self.deadflag == DEAD_RESPAWNING)
2228                                 {
2229                                         if(time > self.respawn_time)
2230                                         {
2231                                                 self.respawn_time = time + 1; // only retry once a second
2232                                                 self.respawn_time_max = self.respawn_time;
2233                                                 respawn();
2234                                         }
2235                                 }
2236
2237                                 ShowRespawnCountdown();
2238
2239                                 if(self.respawn_flags & RESPAWN_SILENT)
2240                                         self.stat_respawn_time = 0;
2241                                 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2242                                         self.stat_respawn_time = self.respawn_time_max;
2243                                 else
2244                                         self.stat_respawn_time = self.respawn_time;
2245                         }
2246
2247                         // if respawning, invert stat_respawn_time to indicate this, the client translates it
2248                         if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2249                                 self.stat_respawn_time *= -1;
2250
2251                         return;
2252                 }
2253
2254                 self.prevorigin = self.origin;
2255
2256                 float do_crouch = PHYS_INPUT_BUTTON_CROUCH(self);
2257                 if(self.hook.state)
2258                         do_crouch = 0;
2259                 if(self.vehicle)
2260                         do_crouch = 0;
2261                 if(STAT(FROZEN, self))
2262                         do_crouch = 0;
2263
2264                 // WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
2265                 // It cannot be predicted by the engine!
2266                 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
2267                 if((PS(self).m_weapon == WEP_SHOCKWAVE || PS(self).m_weapon == WEP_SHOTGUN) && self.(weaponentity).wframe == WFRAME_FIRE2 && time < self.(weaponentity).weapon_nextthink)
2268                         do_crouch = 0;
2269
2270                 if (do_crouch)
2271                 {
2272                         if (!self.crouch)
2273                         {
2274                                 self.crouch = true;
2275                                 self.view_ofs = STAT(PL_CROUCH_VIEW_OFS, self);
2276                                 setsize (self, STAT(PL_CROUCH_MIN, self), STAT(PL_CROUCH_MAX, self));
2277                                 // setanim(self, self.anim_duck, false, true, true); // this anim is BROKEN anyway
2278                         }
2279                 }
2280                 else
2281                 {
2282                         if (self.crouch)
2283                         {
2284                                 tracebox(self.origin, STAT(PL_MIN, self), STAT(PL_MAX, self), self.origin, false, self);
2285                                 if (!trace_startsolid)
2286                                 {
2287                                         self.crouch = false;
2288                                         self.view_ofs = STAT(PL_VIEW_OFS, self);
2289                                         setsize (self, STAT(PL_MIN, self), STAT(PL_MAX, self));
2290                                 }
2291                         }
2292                 }
2293
2294                 FixPlayermodel(self);
2295
2296                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2297                 //if(frametime)
2298                 {
2299                         self.items &= ~self.items_added;
2300
2301                         W_WeaponFrame(self);
2302
2303                         self.items_added = 0;
2304                         if(self.items & ITEM_Jetpack.m_itemid)
2305                                 if(self.items & ITEM_JetpackRegen.m_itemid || self.ammo_fuel >= 0.01)
2306                                         self.items_added |= IT_FUEL;
2307
2308                         self.items |= self.items_added;
2309                 }
2310
2311                 player_regen();
2312
2313                 // WEAPONTODO: Add a weapon request for this
2314                 // rot vortex charge to the charge limit
2315                 if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
2316                         self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2317
2318                 if(frametime)
2319                         player_anim();
2320
2321                 // secret status
2322                 secrets_setstatus();
2323
2324                 // monsters status
2325                 monsters_setstatus(self);
2326
2327                 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2328
2329                 //self.angles_y=self.v_angle_y + 90;   // temp
2330         } else if(gameover) {
2331                 if (intermission_running)
2332                         IntermissionThink ();   // otherwise a button could be missed between
2333                 return;
2334         } else if(IS_OBSERVER(self)) {
2335                 ObserverThink();
2336         } else if(IS_SPEC(self)) {
2337                 SpectatorThink();
2338         }
2339
2340         // WEAPONTODO: Add weapon request for this
2341         if(!zoomstate_set)
2342                 SetZoomState(
2343                         PHYS_INPUT_BUTTON_ZOOM(self)
2344                         || PHYS_INPUT_BUTTON_ZOOMSCRIPT(self)
2345                         || (PHYS_INPUT_BUTTON_ATCK2(self) && PS(self).m_weapon == WEP_VORTEX)
2346                         || (PHYS_INPUT_BUTTON_ATCK2(self) && PS(self).m_weapon == WEP_RIFLE && WEP_CVAR(rifle, secondary) == 0)
2347                 ); // WEAPONTODO
2348
2349         float oldspectatee_status;
2350         oldspectatee_status = self.spectatee_status;
2351         if(IS_SPEC(self))
2352                 self.spectatee_status = etof(self.enemy);
2353         else if(IS_OBSERVER(self))
2354                 self.spectatee_status = etof(self);
2355         else
2356                 self.spectatee_status = 0;
2357         if(self.spectatee_status != oldspectatee_status)
2358         {
2359                 ClientData_Touch(self);
2360                 if(g_race || g_cts)
2361                         race_InitSpectator();
2362         }
2363
2364         if(self.teamkill_soundtime)
2365         if(time > self.teamkill_soundtime)
2366         {
2367                 self.teamkill_soundtime = 0;
2368
2369                 entity e = self.teamkill_soundsource;
2370                 entity oldpusher = e.pusher;
2371                 e.pusher = this;
2372                 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2373                 e.pusher = oldpusher;
2374         }
2375
2376         if(self.taunt_soundtime)
2377         if(time > self.taunt_soundtime)
2378         {
2379                 self.taunt_soundtime = 0;
2380                 PlayerSound(self, playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2381         }
2382
2383         target_voicescript_next(self);
2384
2385         // WEAPONTODO: Move into weaponsystem somehow
2386         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2387         if (PS(self).m_weapon == WEP_Null)
2388                 self.clip_load = self.clip_size = 0;
2389 }
2390
2391 void DrownPlayer(entity this)
2392 {
2393         if(IS_DEAD(this))
2394                 return;
2395
2396         if (this.waterlevel != WATERLEVEL_SUBMERGED)
2397         {
2398                 if(this.air_finished < time)
2399                         PlayerSound(this, playersound_gasp, CH_PLAYER, VOICETYPE_PLAYERSOUND);
2400                 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2401                 this.dmg = 2;
2402         }
2403         else if (this.air_finished < time)
2404         {       // drown!
2405                 if (this.pain_finished < time)
2406                 {
2407                         Damage (this, world, world, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, this.origin, '0 0 0');
2408                         this.pain_finished = time + 0.5;
2409                 }
2410         }
2411 }
2412
2413 /*
2414 =============
2415 PlayerPostThink
2416
2417 Called every frame for each client after the physics are run
2418 =============
2419 */
2420 .float idlekick_lasttimeleft;
2421 void PlayerPostThink ()
2422 {SELFPARAM();
2423         if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2424         if(IS_REAL_CLIENT(self))
2425         if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2426         {
2427                 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2428                 {
2429                         if(self.idlekick_lasttimeleft)
2430                         {
2431                                 self.idlekick_lasttimeleft = 0;
2432                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CPID_IDLING);
2433                         }
2434                 }
2435                 else
2436                 {
2437                         float timeleft;
2438                         timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2439                         if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2440                         {
2441                                 if(!self.idlekick_lasttimeleft)
2442                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2443                         }
2444                         if(timeleft <= 0)
2445                         {
2446                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2447                                 dropclient(self);
2448                                 return;
2449                         }
2450                         else if(timeleft <= 10)
2451                         {
2452                                 if(timeleft != self.idlekick_lasttimeleft)
2453                                         { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2454                                 self.idlekick_lasttimeleft = timeleft;
2455                         }
2456                 }
2457         }
2458
2459         CheatFrame();
2460
2461         //CheckPlayerJump();
2462
2463         if(IS_PLAYER(self)) {
2464                 DrownPlayer(self);
2465                 CheckRules_Player();
2466                 UpdateChatBubble();
2467                 if (self.impulse)
2468                         ImpulseCommands(self);
2469                 if (intermission_running)
2470                         return;         // intermission or finale
2471                 GetPressedKeys();
2472         }
2473
2474         /*
2475         float i;
2476         for(i = 0; i < 1000; ++i)
2477         {
2478                 vector end;
2479                 end = self.origin + '0 0 1024' + 512 * randomvec();
2480                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2481                 if(trace_fraction < 1)
2482                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2483                 {
2484                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2485                         break;
2486                 }
2487         }
2488         */
2489
2490         if(self.waypointsprite_attachedforcarrier)
2491                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id));
2492
2493         playerdemo_write();
2494
2495         CSQCMODEL_AUTOUPDATE(self);
2496 }