]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/cl_client.qc
Merge branch 'master' into Mario/vehicles
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_client.qc
1 void race_send_recordtime(float msg);
2 void race_SendRankings(float pos, float prevpos, float del, float msg);
3
4 void send_CSQC_teamnagger() {
5         WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
6         WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
7 }
8
9 float ClientData_Send(entity to, float sf)
10 {
11         if(to != self.owner)
12         {
13                 error("wtf");
14                 return FALSE;
15         }
16
17         entity e;
18
19         e = to;
20         if(IS_SPEC(to))
21                 e = to.enemy;
22
23         sf = 0;
24
25         if(e.race_completed)
26                 sf |= 1; // forced scoreboard
27         if(to.spectatee_status)
28                 sf |= 2; // spectator ent number follows
29         if(e.zoomstate)
30                 sf |= 4; // zoomed
31         if(e.porto_v_angle_held)
32                 sf |= 8; // angles held
33
34         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
35         WriteByte(MSG_ENTITY, sf);
36
37         if(sf & 2)
38                 WriteByte(MSG_ENTITY, to.spectatee_status);
39
40         if(sf & 8)
41         {
42                 WriteAngle(MSG_ENTITY, e.v_angle_x);
43                 WriteAngle(MSG_ENTITY, e.v_angle_y);
44         }
45
46         return TRUE;
47 }
48
49 void ClientData_Attach()
50 {
51         Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
52         self.clientdata.drawonlytoclient = self;
53         self.clientdata.owner = self;
54 }
55
56 void ClientData_Detach()
57 {
58         remove(self.clientdata);
59         self.clientdata = world;
60 }
61
62 void ClientData_Touch(entity e)
63 {
64         e.clientdata.SendFlags = 1;
65
66         // make it spectatable
67         entity e2;
68         FOR_EACH_REALCLIENT(e2)
69         {
70                 if(e2 != e)
71                         if(IS_SPEC(e2))
72                                 if(e2.enemy == e)
73                                         e2.clientdata.SendFlags = 1;
74         }
75 }
76
77 .string netname_previous;
78
79
80 /*
81 =============
82 CheckPlayerModel
83
84 Checks if the argument string can be a valid playermodel.
85 Returns a valid one in doubt.
86 =============
87 */
88 string FallbackPlayerModel;
89 string CheckPlayerModel(string plyermodel) {
90         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
91         {
92                 // note: we cannot summon Don Strunzone here, some player may
93                 // still have the model string set. In case anyone manages how
94                 // to change a cvar default, we'll have a small leak here.
95                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
96         }
97         // only in right path
98         if( substring(plyermodel,0,14) != "models/player/")
99                 return FallbackPlayerModel;
100         // only good file extensions
101         if(substring(plyermodel,-4,4) != ".zym")
102         if(substring(plyermodel,-4,4) != ".dpm")
103         if(substring(plyermodel,-4,4) != ".iqm")
104         if(substring(plyermodel,-4,4) != ".md3")
105         if(substring(plyermodel,-4,4) != ".psk")
106                 return FallbackPlayerModel;
107         // forbid the LOD models
108         if(substring(plyermodel, -9,5) == "_lod1")
109                 return FallbackPlayerModel;
110         if(substring(plyermodel, -9,5) == "_lod2")
111                 return FallbackPlayerModel;
112         if(plyermodel != strtolower(plyermodel))
113                 return FallbackPlayerModel;
114         // also, restrict to server models
115         if(autocvar_sv_servermodelsonly)
116         {
117                 if(!fexists(plyermodel))
118                         return FallbackPlayerModel;
119         }
120         return plyermodel;
121 }
122
123 void setplayermodel(entity e, string modelname)
124 {
125         precache_model(modelname);
126         setmodel(e, modelname);
127         player_setupanimsformodel();
128         UpdatePlayerSounds();
129 }
130
131 /*
132 =============
133 PutObserverInServer
134
135 putting a client as observer in the server
136 =============
137 */
138 void FixPlayermodel();
139 void PutObserverInServer (void)
140 {
141         entity  spot;
142     self.hud = HUD_NORMAL;
143         race_PreSpawnObserver();
144
145         spot = SelectSpawnPoint (TRUE);
146         if(!spot)
147                 error("No spawnpoints for observers?!?\n");
148         RemoveGrapplingHook(self); // Wazat's Grappling Hook
149
150         if(IS_REAL_CLIENT(self))
151         {
152                 msg_entity = self;
153                 WriteByte(MSG_ONE, SVC_SETVIEW);
154                 WriteEntity(MSG_ONE, self);
155         }
156
157         if((g_race && g_race_qualifying) || g_cts)
158         {
159                 if(PlayerScore_Add(self, SP_RACE_FASTEST, 0))
160                         self.frags = FRAGS_LMS_LOSER;
161                 else
162                         self.frags = FRAGS_SPECTATOR;
163         }
164         else
165                 self.frags = FRAGS_SPECTATOR;
166
167         MUTATOR_CALLHOOK(MakePlayerObserver);
168
169         Portal_ClearAll(self);
170
171         if(self.alivetime)
172         {
173                 if(!warmup_stage)
174                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
175                 self.alivetime = 0;
176         }
177
178         if(self.vehicle)
179                 vehicles_exit(VHEF_RELEASE);
180
181         WaypointSprite_PlayerDead();
182
183         if (!g_ca)  // don't reset teams when moving a ca player to the spectators
184                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog
185
186         if(self.killcount != -666)
187         {
188                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
189                 if(autocvar_g_chat_nospectators == 1 || (cvar("g_warmup") && !(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
190                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_CHAT_NOSPECTATORS);
191
192                 if(self.just_joined == FALSE) {
193                         LogTeamchange(self.playerid, -1, 4);
194                 } else
195                         self.just_joined = FALSE;
196         }
197
198         PlayerScore_Clear(self); // clear scores when needed
199
200         accuracy_resend(self);
201
202         self.spectatortime = time;
203
204         self.classname = "observer";
205         self.iscreature = FALSE;
206         self.teleportable = TELEPORT_SIMPLE;
207         self.damagedbycontents = FALSE;
208         self.health = -666;
209         self.takedamage = DAMAGE_NO;
210         self.solid = SOLID_NOT;
211         self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
212         self.flags = FL_CLIENT | FL_NOTARGET;
213         self.armorvalue = 666;
214         self.effects = 0;
215         self.armorvalue = autocvar_g_balance_armor_start;
216         self.pauserotarmor_finished = 0;
217         self.pauserothealth_finished = 0;
218         self.pauseregen_finished = 0;
219         self.damageforcescale = 0;
220         self.death_time = 0;
221         self.respawn_flags = 0;
222         self.respawn_time = 0;
223         self.stat_respawn_time = 0;
224         self.alpha = 0;
225         self.scale = 0;
226         self.fade_time = 0;
227         self.pain_frame = 0;
228         self.pain_finished = 0;
229         self.strength_finished = 0;
230         self.invincible_finished = 0;
231         self.superweapons_finished = 0;
232         self.pushltime = 0;
233         self.istypefrag = 0;
234         self.think = func_null;
235         self.nextthink = 0;
236         self.hook_time = 0;
237         self.deadflag = DEAD_NO;
238         self.angles = spot.angles;
239         self.angles_z = 0;
240         self.fixangle = TRUE;
241         self.crouch = FALSE;
242
243         setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
244         self.prevorigin = self.origin;
245         self.items = 0;
246         self.weapons = '0 0 0';
247         self.model = "";
248         FixPlayermodel();
249         setmodel(self, "null");
250         self.drawonlytoclient = self;
251
252         setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
253         self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
254
255         self.weapon = 0;
256         self.weaponname = "";
257         self.switchingweapon = 0;
258         self.weaponmodel = "";
259         self.weaponentity = world;
260         self.exteriorweaponentity = world;
261         self.killcount = -666;
262         self.velocity = '0 0 0';
263         self.avelocity = '0 0 0';
264         self.punchangle = '0 0 0';
265         self.punchvector = '0 0 0';
266         self.oldvelocity = self.velocity;
267         self.fire_endtime = -1;
268 }
269
270 .float model_randomizer;
271 void FixPlayermodel()
272 {
273         string defaultmodel;
274         float defaultskin, chmdl, oldskin, n, i;
275         vector m1, m2;
276
277         defaultmodel = "";
278         defaultskin = 0;
279         chmdl = FALSE;
280
281         if(autocvar_sv_defaultcharacter == 1)
282         {
283                 if(teamplay)
284                 {
285                         string s;
286                         s = Team_ColorName_Lower(self.team);
287                         if(s != "neutral")
288                         {
289                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
290                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
291                         }
292                 }
293
294                 if(defaultmodel == "")
295                 {
296                         defaultmodel = autocvar_sv_defaultplayermodel;
297                         defaultskin = autocvar_sv_defaultplayerskin;
298                 }
299
300                 n = tokenize_console(defaultmodel);
301                 if(n > 0)
302                 {
303                         defaultmodel = argv(floor(n * self.model_randomizer));
304                         // However, do NOT randomize if the player-selected model is in the list.
305                         for (i = 0; i < n; ++i)
306                                 if ((argv(i) == self.playermodel && defaultskin == stof(self.playerskin)) || argv(i) == strcat(self.playermodel, ":", self.playerskin))
307                                         defaultmodel = argv(i);
308                 }
309
310                 i = strstrofs(defaultmodel, ":", 0);
311                 if(i >= 0)
312                 {
313                         defaultskin = stof(substring(defaultmodel, i+1, -1));
314                         defaultmodel = substring(defaultmodel, 0, i);
315                 }
316         }
317
318         if(defaultmodel != "")
319         {
320                 if (defaultmodel != self.model)
321                 {
322                         m1 = self.mins;
323                         m2 = self.maxs;
324                         setplayermodel (self, defaultmodel);
325                         setsize (self, m1, m2);
326                         chmdl = TRUE;
327                 }
328
329                 oldskin = self.skin;
330                 self.skin = defaultskin;
331         } else {
332                 if (self.playermodel != self.model || self.playermodel == "")
333                 {
334                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
335                         m1 = self.mins;
336                         m2 = self.maxs;
337                         setplayermodel (self, self.playermodel);
338                         setsize (self, m1, m2);
339                         chmdl = TRUE;
340                 }
341
342                 oldskin = self.skin;
343                 self.skin = stof(self.playerskin);
344         }
345
346         if(chmdl || oldskin != self.skin) // model or skin has changed
347         {
348                 self.species = player_getspecies(); // update species
349                 UpdatePlayerSounds(); // update skin sounds
350         }
351
352         if(!teamplay)
353                 if(strlen(autocvar_sv_defaultplayercolors))
354                         if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
355                                 setcolor(self, stof(autocvar_sv_defaultplayercolors));
356 }
357
358 /*
359 =============
360 PutClientInServer
361
362 Called when a client spawns in the server
363 =============
364 */
365 void PutClientInServer (void)
366 {
367         if(IS_BOT_CLIENT(self))
368                 self.classname = "player";
369         else if(IS_REAL_CLIENT(self))
370         {
371                 msg_entity = self;
372                 WriteByte(MSG_ONE, SVC_SETVIEW);
373                 WriteEntity(MSG_ONE, self);
374         }
375
376         // reset player keys
377         self.itemkeys = 0;
378
379         MUTATOR_CALLHOOK(PutClientInServer);
380
381         if(gameover)
382                 self.classname = "observer";
383
384         if(IS_PLAYER(self))
385         {
386                 entity spot, oldself;
387                 float j;
388
389                 accuracy_resend(self);
390
391                 if(self.team < 0)
392                         JoinBestTeam(self, FALSE, TRUE);
393
394                 race_PreSpawn();
395
396                 spot = SelectSpawnPoint (FALSE);
397                 if(!spot)
398                 {
399                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
400                         return; // spawn failed
401                 }
402
403                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
404
405                 self.classname = "player";
406                 self.wasplayer = TRUE;
407                 self.iscreature = TRUE;
408                 self.teleportable = TELEPORT_NORMAL;
409                 self.damagedbycontents = TRUE;
410                 self.movetype = MOVETYPE_WALK;
411                 self.solid = SOLID_SLIDEBOX;
412                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
413                 if(autocvar_g_playerclip_collisions)
414                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
415                 if(IS_BOT_CLIENT(self) && autocvar_g_botclip_collisions)
416                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
417                 self.frags = FRAGS_PLAYER;
418                 if(INDEPENDENT_PLAYERS)
419                         MAKE_INDEPENDENT_PLAYER(self);
420                 self.flags = FL_CLIENT;
421                 if(autocvar__notarget)
422                         self.flags |= FL_NOTARGET;
423                 self.takedamage = DAMAGE_AIM;
424                 self.effects = 0;
425                 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
426                 self.air_finished = time + 12;
427                 self.dmg = 2;
428                 if(autocvar_g_balance_nex_charge)
429                 {
430                         if(autocvar_g_balance_nex_secondary_chargepool)
431                                 self.nex_chargepool_ammo = 1;
432                         self.nex_charge = autocvar_g_balance_nex_charge_start;
433                 }
434
435                 if(warmup_stage)
436                 {
437                         self.ammo_shells = warmup_start_ammo_shells;
438                         self.ammo_nails = warmup_start_ammo_nails;
439                         self.ammo_rockets = warmup_start_ammo_rockets;
440                         self.ammo_cells = warmup_start_ammo_cells;
441                         self.ammo_fuel = warmup_start_ammo_fuel;
442                         self.health = warmup_start_health;
443                         self.armorvalue = warmup_start_armorvalue;
444                         self.weapons = WARMUP_START_WEAPONS;
445                 }
446                 else
447                 {
448                         self.ammo_shells = start_ammo_shells;
449                         self.ammo_nails = start_ammo_nails;
450                         self.ammo_rockets = start_ammo_rockets;
451                         self.ammo_cells = start_ammo_cells;
452                         self.ammo_fuel = start_ammo_fuel;
453                         self.health = start_health;
454                         self.armorvalue = start_armorvalue;
455                         self.weapons = start_weapons;
456                 }
457
458                 if(self.weapons & WEPSET_SUPERWEAPONS)
459                         self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
460                 else
461                         self.superweapons_finished = 0;
462
463                 if(g_weaponarena_random)
464                 {
465                         if(g_weaponarena_random_with_laser)
466                                 self.weapons &= ~WEPSET_LASER;
467                         W_RandomWeapons(self, g_weaponarena_random);
468                         if(g_weaponarena_random_with_laser)
469                                 self.weapons |= WEPSET_LASER;
470                 }
471
472                 self.items = start_items;
473
474                 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
475                 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
476                 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
477                 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
478                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
479                 //extend the pause of rotting if client was reset at the beginning of the countdown
480                 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
481                         self.spawnshieldtime += game_starttime - time;
482                         self.pauserotarmor_finished += game_starttime - time;
483                         self.pauserothealth_finished += game_starttime - time;
484                         self.pauseregen_finished += game_starttime - time;
485                 }
486                 self.damageforcescale = 2;
487                 self.death_time = 0;
488                 self.respawn_flags = 0;
489                 self.respawn_time = 0;
490                 self.stat_respawn_time = 0;
491                 self.scale = 0;
492                 self.fade_time = 0;
493                 self.pain_frame = 0;
494                 self.pain_finished = 0;
495                 self.strength_finished = 0;
496                 self.invincible_finished = 0;
497                 self.pushltime = 0;
498                 // players have no think function
499                 self.think = func_null;
500                 self.nextthink = 0;
501                 self.hook_time = 0;
502                 self.dmg_team = 0;
503                 self.ballistics_density = autocvar_g_ballistics_density_player;
504
505                 self.metertime = 0;
506
507                 self.deadflag = DEAD_NO;
508
509                 self.angles = spot.angles;
510
511                 self.angles_z = 0; // never spawn tilted even if the spot says to
512                 self.fixangle = TRUE; // turn this way immediately
513                 self.velocity = '0 0 0';
514                 self.avelocity = '0 0 0';
515                 self.punchangle = '0 0 0';
516                 self.punchvector = '0 0 0';
517                 self.oldvelocity = self.velocity;
518                 self.fire_endtime = -1;
519
520                 entity spawnevent = spawn();
521                 spawnevent.owner = self;
522                 Net_LinkEntity(spawnevent, FALSE, 0.5, SpawnEvent_Send);
523
524                 self.model = "";
525                 FixPlayermodel();
526                 self.drawonlytoclient = world;
527
528                 self.crouch = FALSE;
529                 self.view_ofs = PL_VIEW_OFS;
530                 setsize (self, PL_MIN, PL_MAX);
531                 self.spawnorigin = spot.origin;
532                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
533                 // don't reset back to last position, even if new position is stuck in solid
534                 self.oldorigin = self.origin;
535                 self.prevorigin = self.origin;
536                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
537                 self.lastteleporttime = time; // prevent insane speeds due to changing origin
538         self.hud = HUD_NORMAL;
539
540                 self.event_damage = PlayerDamage;
541
542                 self.bot_attack = TRUE;
543                 self.monster_attack = TRUE;
544                 
545                 self.spider_slowness = 0;
546
547                 self.statdraintime = time + 5;
548                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
549
550                 if(self.killcount == -666) {
551                         PlayerScore_Clear(self);
552                         self.killcount = 0;
553                 }
554
555                 CL_SpawnWeaponentity();
556                 self.alpha = default_player_alpha;
557                 self.colormod = '1 1 1' * autocvar_g_player_brightness;
558                 self.exteriorweaponentity.alpha = default_weapon_alpha;
559
560                 self.speedrunning = FALSE;
561
562                 race_PostSpawn(spot);
563
564                 //stuffcmd(self, "chase_active 0");
565                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
566
567                 target_voicescript_clear(self);
568
569                 // reset fields the weapons may use
570                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
571                 {
572                         weapon_action(j, WR_RESETPLAYER);
573
574                         // all weapons must be fully loaded when we spawn
575                         entity e;
576                         e = get_weaponinfo(j);
577                         if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
578                                 self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
579                 }
580
581                 oldself = self;
582                 self = spot;
583                         activator = oldself;
584                                 string s;
585                                 s = self.target;
586                                 self.target = string_null;
587                                 SUB_UseTargets();
588                                 self.target = s;
589                         activator = world;
590                 self = oldself;
591
592                 spawn_spot = spot;
593                 MUTATOR_CALLHOOK(PlayerSpawn);
594
595                 if(autocvar_spawn_debug)
596                 {
597                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
598                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
599                 }
600
601                 self.switchweapon = w_getbestweapon(self);
602                 self.cnt = -1; // W_LastWeapon will not complain
603                 self.weapon = 0;
604                 self.weaponname = "";
605                 self.switchingweapon = 0;
606
607                 if(!warmup_stage)
608                         if(!self.alivetime)
609                                 self.alivetime = time;
610
611                 antilag_clear(self);
612         }
613         else if(IS_OBSERVER(self))
614         {
615                 PutObserverInServer ();
616         }
617 }
618
619 .float ebouncefactor, ebouncestop; // electro's values
620 // TODO do we need all these fields, or should we stop autodetecting runtime
621 // changes and just have a console command to update this?
622 float ClientInit_SendEntity(entity to, float sf)
623 {
624         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
625         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
626         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
627         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
628         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
629         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
630         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
631         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
632         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
633         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
634         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
635         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
636         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
637         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
638         if(sv_foginterval && world.fog != "")
639                 WriteString(MSG_ENTITY, world.fog);
640         else
641                 WriteString(MSG_ENTITY, "");
642         WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
643         WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
644         WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
645         WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
646         WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
647         WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
648         WriteByte(MSG_ENTITY, autocvar_g_balance_rifle_secondary); // client has to know if it should zoom or not
649         WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
650         WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
651         WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
652         WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
653         WriteByte(MSG_ENTITY, autocvar_g_balance_porto_secondary);
654         return TRUE;
655 }
656
657 void ClientInit_CheckUpdate()
658 {
659         self.nextthink = time;
660         if(self.count != autocvar_g_balance_armor_blockpercent)
661         {
662                 self.count = autocvar_g_balance_armor_blockpercent;
663                 self.SendFlags |= 1;
664         }
665         if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
666         {
667                 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
668                 self.SendFlags |= 1;
669         }
670         if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
671         {
672                 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
673                 self.SendFlags |= 1;
674         }
675         if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
676         {
677                 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
678                 self.SendFlags |= 1;
679         }
680         if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
681         {
682                 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
683                 self.SendFlags |= 1;
684         }
685 }
686
687 void ClientInit_Spawn()
688 {
689         entity o;
690         entity e;
691         e = spawn();
692         e.classname = "clientinit";
693         e.think = ClientInit_CheckUpdate;
694         Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
695
696         o = self;
697         self = e;
698         ClientInit_CheckUpdate();
699         self = o;
700 }
701
702 /*
703 =============
704 SetNewParms
705 =============
706 */
707 void SetNewParms (void)
708 {
709         // initialize parms for a new player
710         parm1 = -(86400 * 366);
711 }
712
713 /*
714 =============
715 SetChangeParms
716 =============
717 */
718 void SetChangeParms (void)
719 {
720         // save parms for level change
721         parm1 = self.parm_idlesince - time;
722 }
723
724 /*
725 =============
726 DecodeLevelParms
727 =============
728 */
729 void DecodeLevelParms (void)
730 {
731         // load parms
732         self.parm_idlesince = parm1;
733         if(self.parm_idlesince == -(86400 * 366))
734                 self.parm_idlesince = time;
735
736         // whatever happens, allow 60 seconds of idling directly after connect for map loading
737         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
738 }
739
740 /*
741 =============
742 ClientKill
743
744 Called when a client types 'kill' in the console
745 =============
746 */
747
748 .float clientkill_nexttime;
749 void ClientKill_Now_TeamChange()
750 {
751         if(self.killindicator_teamchange == -1)
752         {
753                 JoinBestTeam( self, FALSE, TRUE );
754         }
755         else if(self.killindicator_teamchange == -2)
756         {
757                 if(blockSpectators)
758                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
759                 PutObserverInServer();
760         }
761         else
762                 SV_ChangeTeam(self.killindicator_teamchange - 1);
763         self.killindicator_teamchange = 0;
764 }
765
766 void ClientKill_Now()
767 {
768         if(self.vehicle)
769         {
770             vehicles_exit(VHEF_RELEASE);
771             if(!self.killindicator_teamchange)
772             {
773             self.vehicle_health = -1;
774             Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
775             }
776         }
777
778         if(self.killindicator && !wasfreed(self.killindicator))
779                 remove(self.killindicator);
780
781         self.killindicator = world;
782
783         if(self.killindicator_teamchange)
784                 ClientKill_Now_TeamChange();
785
786         // in any case:
787         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
788
789         // now I am sure the player IS dead
790 }
791 void KillIndicator_Think()
792 {
793         if (gameover)
794         {
795                 self.owner.killindicator = world;
796                 remove(self);
797                 return;
798         }
799
800         if (self.owner.alpha < 0 && !self.owner.vehicle)
801         {
802                 self.owner.killindicator = world;
803                 remove(self);
804                 return;
805         }
806
807         if(self.cnt <= 0)
808         {
809                 self = self.owner;
810                 ClientKill_Now(); // no oldself needed
811                 return;
812         }
813     else if(g_cts && self.health == 1) // health == 1 means that it's silent
814     {
815         self.nextthink = time + 1;
816         self.cnt -= 1;
817     }
818         else
819         {
820                 if(self.cnt <= 10)
821                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
822                 if(IS_REAL_CLIENT(self.owner))
823                 {
824                         if(self.cnt <= 10)
825                                 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
826                 }
827                 self.nextthink = time + 1;
828                 self.cnt -= 1;
829         }
830 }
831
832 float clientkilltime;
833 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
834 {
835         float killtime;
836         float starttime;
837         entity e;
838
839         if (gameover)
840                 return;
841
842         killtime = autocvar_g_balance_kill_delay;
843
844         if(g_race_qualifying || g_cts)
845                 killtime = 0;
846
847     if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
848     {
849                 remove(self.killindicator);
850                 self.killindicator = world;
851
852         ClientKill_Now(); // allow instant kill in this case
853         return;
854     }
855
856         self.killindicator_teamchange = targetteam;
857
858     if(!self.killindicator)
859         {
860                 if(self.deadflag == DEAD_NO)
861                 {
862                         killtime = max(killtime, self.clientkill_nexttime - time);
863                         self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
864                 }
865
866                 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
867                 {
868                         ClientKill_Now();
869                 }
870                 else
871                 {
872                         starttime = max(time, clientkilltime);
873
874                         self.killindicator = spawn();
875                         self.killindicator.owner = self;
876                         self.killindicator.scale = 0.5;
877                         setattachment(self.killindicator, self, "");
878                         setorigin(self.killindicator, '0 0 52');
879                         self.killindicator.think = KillIndicator_Think;
880                         self.killindicator.nextthink = starttime + (self.lip) * 0.05;
881                         clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
882                         self.killindicator.cnt = ceil(killtime);
883                         self.killindicator.count = bound(0, ceil(killtime), 10);
884                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
885
886                         for(e = world; (e = find(e, classname, "body")) != world; )
887                         {
888                                 if(e.enemy != self)
889                                         continue;
890                                 e.killindicator = spawn();
891                                 e.killindicator.owner = e;
892                                 e.killindicator.scale = 0.5;
893                                 setattachment(e.killindicator, e, "");
894                                 setorigin(e.killindicator, '0 0 52');
895                                 e.killindicator.think = KillIndicator_Think;
896                                 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
897                                 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
898                                 e.killindicator.cnt = ceil(killtime);
899                         }
900                         self.lip = 0;
901                 }
902         }
903         if(self.killindicator)
904         {
905                 if(targetteam == 0) // just die
906                 {
907                         self.killindicator.colormod = '0 0 0';
908                         if(IS_REAL_CLIENT(self))
909                         if(self.killindicator.cnt > 0)
910                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
911                 }
912                 else if(targetteam == -1) // auto
913                 {
914                         self.killindicator.colormod = '0 1 0';
915                         if(IS_REAL_CLIENT(self))
916                         if(self.killindicator.cnt > 0)
917                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
918                 }
919                 else if(targetteam == -2) // spectate
920                 {
921                         self.killindicator.colormod = '0.5 0.5 0.5';
922                         if(IS_REAL_CLIENT(self))
923                         if(self.killindicator.cnt > 0)
924                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
925                 }
926                 else
927                 {
928                         self.killindicator.colormod = Team_ColorRGB(targetteam);
929                         if(IS_REAL_CLIENT(self))
930                         if(self.killindicator.cnt > 0)
931                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
932                 }
933         }
934
935 }
936
937 void ClientKill (void)
938 {
939         if(gameover) return;
940         if(self.player_blocked) return;
941         if(self.freezetag_frozen) return;
942
943         ClientKill_TeamChange(0);
944 }
945
946 void CTS_ClientKill (entity e) // silent version of ClientKill, used when player finishes a CTS run. Useful to prevent cheating by running back to the start line and starting out with more speed
947 {
948     e.killindicator = spawn();
949     e.killindicator.owner = e;
950     e.killindicator.think = KillIndicator_Think;
951     e.killindicator.nextthink = time + (e.lip) * 0.05;
952     e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
953     e.killindicator.health = 1; // this is used to indicate that it should be silent
954     e.lip = 0;
955 }
956
957 void FixClientCvars(entity e)
958 {
959         // send prediction settings to the client
960         stuffcmd(e, "\nin_bindmap 0 0\n");
961         if(g_race || g_cts)
962                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
963         if(autocvar_g_antilag == 3) // client side hitscan
964                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
965         if(autocvar_sv_gentle)
966                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
967         /*
968          * we no longer need to stuff this. Remove this comment block if you feel
969          * 2.3 and higher (or was it 2.2.3?) don't need these any more
970         stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
971         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
972         stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
973         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
974         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
975         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
976         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
977         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
978         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
979         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
980         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
981         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
982         stuffcmd(e, "cl_movement_edgefriction 1\n");
983          */
984 }
985
986 float PlayerInIDList(entity p, string idlist)
987 {
988         float n, i;
989         string s;
990
991         // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
992         if (!p.crypto_idfp)
993                 return 0;
994
995         // this function allows abbreviated player IDs too!
996         n = tokenize_console(idlist);
997         for(i = 0; i < n; ++i)
998         {
999                 s = argv(i);
1000                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1001                         return 1;
1002         }
1003
1004         return 0;
1005 }
1006
1007 /*
1008 =============
1009 ClientConnect
1010
1011 Called when a client connects to the server
1012 =============
1013 */
1014 void DecodeLevelParms (void);
1015 //void dom_player_join_team(entity pl);
1016 void set_dom_state(entity e);
1017 void ClientConnect (void)
1018 {
1019         float t;
1020
1021         if(IS_CLIENT(self))
1022         {
1023                 print("Warning: ClientConnect, but already connected!\n");
1024                 return;
1025         }
1026
1027         if(Ban_MaybeEnforceBanOnce(self))
1028                 return;
1029
1030         DecodeLevelParms();
1031
1032 #ifdef WATERMARK
1033         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1034 #endif
1035
1036         self.classname = "player_joining";
1037
1038         self.flags = FL_CLIENT;
1039         self.version_nagtime = time + 10 + random() * 10;
1040
1041         if(player_count<0)
1042         {
1043                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1044                 player_count = 0;
1045         }
1046
1047         PlayerScore_Attach(self);
1048         ClientData_Attach();
1049         accuracy_init(self);
1050
1051         bot_clientconnect();
1052
1053         playerdemo_init();
1054
1055         anticheat_init();
1056
1057         race_PreSpawnObserver();
1058
1059         // identify the right forced team
1060         if(autocvar_g_campaign)
1061         {
1062                 if(IS_REAL_CLIENT(self)) // only players, not bots
1063                 {
1064                         switch(autocvar_g_campaign_forceteam)
1065                         {
1066                                 case 1: self.team_forced = NUM_TEAM_1; break;
1067                                 case 2: self.team_forced = NUM_TEAM_2; break;
1068                                 case 3: self.team_forced = NUM_TEAM_3; break;
1069                                 case 4: self.team_forced = NUM_TEAM_4; break;
1070                                 default: self.team_forced = 0;
1071                         }
1072                 }
1073         }
1074         else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1075                 self.team_forced = NUM_TEAM_1;
1076         else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1077                 self.team_forced = NUM_TEAM_2;
1078         else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1079                 self.team_forced = NUM_TEAM_3;
1080         else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1081                 self.team_forced = NUM_TEAM_4;
1082         else if(autocvar_g_forced_team_otherwise == "red")
1083                 self.team_forced = NUM_TEAM_1;
1084         else if(autocvar_g_forced_team_otherwise == "blue")
1085                 self.team_forced = NUM_TEAM_2;
1086         else if(autocvar_g_forced_team_otherwise == "yellow")
1087                 self.team_forced = NUM_TEAM_3;
1088         else if(autocvar_g_forced_team_otherwise == "pink")
1089                 self.team_forced = NUM_TEAM_4;
1090         else if(autocvar_g_forced_team_otherwise == "spectate")
1091                 self.team_forced = -1;
1092         else if(autocvar_g_forced_team_otherwise == "spectator")
1093                 self.team_forced = -1;
1094         else
1095                 self.team_forced = 0;
1096
1097         if(!teamplay)
1098                 if(self.team_forced > 0)
1099                         self.team_forced = 0;
1100
1101         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1102
1103         if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
1104                 self.classname = "observer";
1105         } else {
1106                 if(teamplay)
1107                 {
1108                         if(autocvar_g_balance_teams)
1109                         {
1110                                 self.classname = "player";
1111                                 campaign_bots_may_start = 1;
1112                         }
1113                         else
1114                         {
1115                                 self.classname = "observer"; // do it anyway
1116                         }
1117                 }
1118                 else
1119                 {
1120                         self.classname = "player";
1121                         campaign_bots_may_start = 1;
1122                 }
1123         }
1124
1125         self.playerid = (playerid_last = playerid_last + 1);
1126
1127         PlayerStats_AddEvent(sprintf("kills-%d", self.playerid));
1128
1129     if(IS_BOT_CLIENT(self))
1130         PlayerStats_AddPlayer(self);
1131
1132         if(autocvar_sv_eventlog)
1133                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
1134
1135         LogTeamchange(self.playerid, self.team, 1);
1136
1137         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects
1138
1139         self.netname_previous = strzone(self.netname);
1140
1141         if(IS_PLAYER(self) && teamplay)
1142                 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1143         else
1144                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1145
1146         stuffcmd(self, strcat(clientstuff, "\n"));
1147         stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1148
1149         FixClientCvars(self);
1150
1151         // spawnfunc_waypoint sprites
1152         WaypointSprite_InitClient(self);
1153
1154         // Wazat's grappling hook
1155         SetGrappleHookBindings();
1156
1157         // get version info from player
1158         stuffcmd(self, "cmd clientversion $gameversion\n");
1159
1160         // get other cvars from player
1161         GetCvars(0);
1162
1163         // notify about available teams
1164         if(teamplay)
1165         {
1166                 CheckAllowedTeams(self);
1167                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1168                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1169         }
1170         else
1171                 stuffcmd(self, "set _teams_available 0\n");
1172
1173         attach_entcs();
1174
1175         bot_relinkplayerlist();
1176
1177         self.spectatortime = time;
1178         if(blockSpectators)
1179         {
1180                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1181         }
1182
1183         self.jointime = time;
1184         self.allowed_timeouts = autocvar_sv_timeout_number;
1185
1186         if(IS_REAL_CLIENT(self))
1187         {
1188                 if(!autocvar_g_campaign)
1189                 {
1190                         self.motd_actived_time = -1;
1191                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1192                 }
1193
1194                 if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET_TUBA))
1195                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1196         }
1197
1198         if(!sv_foginterval && world.fog != "")
1199                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1200
1201         if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1202         {
1203                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1204                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1205         }
1206         else
1207                 self.hitplotfh = -1;
1208
1209         if(g_race || g_cts) {
1210                 string rr;
1211                 if(g_cts)
1212                         rr = CTS_RECORD;
1213                 else
1214                         rr = RACE_RECORD;
1215
1216                 msg_entity = self;
1217                 race_send_recordtime(MSG_ONE);
1218                 race_send_speedaward(MSG_ONE);
1219
1220                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1221                 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1222                 race_send_speedaward_alltimebest(MSG_ONE);
1223
1224                 float i;
1225                 for (i = 1; i <= RANKINGS_CNT; ++i) {
1226                         race_SendRankings(i, 0, 0, MSG_ONE);
1227                 }
1228         }
1229         else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1230                 send_CSQC_teamnagger();
1231
1232         CheatInitClient();
1233
1234         CSQCMODEL_AUTOINIT();
1235
1236         self.model_randomizer = random();
1237
1238         if(IS_REAL_CLIENT(self))
1239                 sv_notice_join();
1240
1241         MUTATOR_CALLHOOK(ClientConnect);
1242 }
1243 /*
1244 =============
1245 ClientDisconnect
1246
1247 Called when a client disconnects from the server
1248 =============
1249 */
1250 .entity chatbubbleentity;
1251 void ReadyCount();
1252 void ClientDisconnect (void)
1253 {
1254         if(self.vehicle)
1255             vehicles_exit(VHEF_RELEASE);
1256
1257         if (!IS_CLIENT(self))
1258         {
1259                 print("Warning: ClientDisconnect without ClientConnect\n");
1260                 return;
1261         }
1262
1263         PlayerStats_AddGlobalInfo(self);
1264
1265         CheatShutdownClient();
1266
1267         if(self.hitplotfh >= 0)
1268         {
1269                 fclose(self.hitplotfh);
1270                 self.hitplotfh = -1;
1271         }
1272
1273         anticheat_report();
1274         anticheat_shutdown();
1275
1276         playerdemo_shutdown();
1277
1278         bot_clientdisconnect();
1279
1280         if(self.entcs)
1281                 detach_entcs();
1282
1283         if(autocvar_sv_eventlog)
1284                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1285
1286         Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1287
1288         MUTATOR_CALLHOOK(ClientDisconnect);
1289
1290         Portal_ClearAll(self);
1291
1292         RemoveGrapplingHook(self);
1293
1294         // Here, everything has been done that requires this player to be a client.
1295
1296         self.flags &= ~FL_CLIENT;
1297
1298         if (self.chatbubbleentity)
1299                 remove (self.chatbubbleentity);
1300
1301         if (self.killindicator)
1302                 remove (self.killindicator);
1303
1304         WaypointSprite_PlayerGone();
1305
1306         bot_relinkplayerlist();
1307
1308         accuracy_free(self);
1309         ClientData_Detach();
1310         PlayerScore_Detach(self);
1311
1312         if(self.netname_previous)
1313                 strunzone(self.netname_previous);
1314         if(self.clientstatus)
1315                 strunzone(self.clientstatus);
1316         if(self.weaponorder_byimpulse)
1317                 strunzone(self.weaponorder_byimpulse);
1318
1319         ClearPlayerSounds();
1320
1321         if(self.personal)
1322                 remove(self.personal);
1323
1324         self.playerid = 0;
1325         ReadyCount();
1326
1327         // free cvars
1328         GetCvars(-1);
1329 }
1330
1331 .float BUTTON_CHAT;
1332 void ChatBubbleThink()
1333 {
1334         self.nextthink = time;
1335         if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1336         {
1337                 if(self.owner) // but why can that ever be world?
1338                         self.owner.chatbubbleentity = world;
1339                 remove(self);
1340                 return;
1341         }
1342         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1343 #ifdef TETRIS
1344                 || self.owner.tetris_on
1345 #endif
1346         )
1347                 self.model = self.mdl;
1348         else
1349                 self.model = "";
1350 }
1351
1352 void UpdateChatBubble()
1353 {
1354         if (self.alpha < 0)
1355                 return;
1356         // spawn a chatbubble entity if needed
1357         if (!self.chatbubbleentity)
1358         {
1359                 self.chatbubbleentity = spawn();
1360                 self.chatbubbleentity.owner = self;
1361                 self.chatbubbleentity.exteriormodeltoclient = self;
1362                 self.chatbubbleentity.think = ChatBubbleThink;
1363                 self.chatbubbleentity.nextthink = time;
1364                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1365                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1366                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1367                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1368                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1369                 self.chatbubbleentity.model = "";
1370                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1371         }
1372 }
1373
1374
1375 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1376 // added to the model skins
1377 /*void UpdateColorModHack()
1378 {
1379         float c;
1380         c = self.clientcolors & 15;
1381         // LordHavoc: only bothering to support white, green, red, yellow, blue
1382              if (!teamplay) self.colormod = '0 0 0';
1383         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1384         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1385         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1386         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1387         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1388         else self.colormod = '1 1 1';
1389 }*/
1390
1391 void respawn(void)
1392 {
1393         if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1394         {
1395                 self.solid = SOLID_NOT;
1396                 self.takedamage = DAMAGE_NO;
1397                 self.movetype = MOVETYPE_FLY;
1398                 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1399                 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1400                 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1401                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1402                 if(autocvar_g_respawn_ghosts_maxtime)
1403                         SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1404         }
1405
1406         CopyBody(1);
1407
1408         self.effects |= EF_NODRAW; // prevent another CopyBody
1409         PutClientInServer();
1410 }
1411
1412 void play_countdown(float finished, string samp)
1413 {
1414         if(IS_REAL_CLIENT(self))
1415                 if(floor(finished - time - frametime) != floor(finished - time))
1416                         if(finished - time < 6)
1417                                 sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1418 }
1419
1420 void player_powerups (void)
1421 {
1422         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1423         olditems = self.items;
1424
1425         if((self.items & IT_USING_JETPACK) && !self.deadflag)
1426                 self.modelflags |= MF_ROCKET;
1427         else
1428                 self.modelflags &= ~MF_ROCKET;
1429
1430         self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1431
1432         if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1433                 return;
1434
1435         Fire_ApplyDamage(self);
1436         Fire_ApplyEffect(self);
1437
1438         if (!g_minstagib)
1439         {
1440                 if (self.items & IT_STRENGTH)
1441                 {
1442                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1443                         self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1444                         if (time > self.strength_finished)
1445                         {
1446                                 self.items = self.items - (self.items & IT_STRENGTH);
1447                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1448                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1449                         }
1450                 }
1451                 else
1452                 {
1453                         if (time < self.strength_finished)
1454                         {
1455                                 self.items = self.items | IT_STRENGTH;
1456                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1457                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1458                         }
1459                 }
1460                 if (self.items & IT_INVINCIBLE)
1461                 {
1462                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1463                         self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1464                         if (time > self.invincible_finished)
1465                         {
1466                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1467                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1468                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1469                         }
1470                 }
1471                 else
1472                 {
1473                         if (time < self.invincible_finished)
1474                         {
1475                                 self.items = self.items | IT_INVINCIBLE;
1476                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1477                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1478                         }
1479                 }
1480                 if (self.items & IT_SUPERWEAPON)
1481                 {
1482                         if (!(self.weapons & WEPSET_SUPERWEAPONS))
1483                         {
1484                                 self.superweapons_finished = 0;
1485                                 self.items = self.items - (self.items & IT_SUPERWEAPON);
1486                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1487                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1488                         }
1489                         else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1490                         {
1491                                 // don't let them run out
1492                         }
1493                         else
1494                         {
1495                                 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1496                                 if (time > self.superweapons_finished)
1497                                 {
1498                                         self.items = self.items - (self.items & IT_SUPERWEAPON);
1499                                         self.weapons &= ~WEPSET_SUPERWEAPONS;
1500                                         //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1501                                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1502                                 }
1503                         }
1504                 }
1505                 else if(self.weapons & WEPSET_SUPERWEAPONS)
1506                 {
1507                         if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1508                         {
1509                                 self.items = self.items | IT_SUPERWEAPON;
1510                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1511                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1512                         }
1513                         else
1514                         {
1515                                 self.superweapons_finished = 0;
1516                                 self.weapons &= ~WEPSET_SUPERWEAPONS;
1517                         }
1518                 }
1519                 else
1520                 {
1521                         self.superweapons_finished = 0;
1522                 }
1523         }
1524
1525         if(autocvar_g_nodepthtestplayers)
1526                 self.effects = self.effects | EF_NODEPTHTEST;
1527
1528         if(autocvar_g_fullbrightplayers)
1529                 self.effects = self.effects | EF_FULLBRIGHT;
1530
1531         if (time >= game_starttime)
1532         if (time < self.spawnshieldtime)
1533                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1534
1535         MUTATOR_CALLHOOK(PlayerPowerups);
1536 }
1537
1538 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1539 {
1540         if(current > stable)
1541                 return current;
1542         else if(current > stable - 0.25) // when close enough, "snap"
1543                 return stable;
1544         else
1545                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1546 }
1547
1548 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1549 {
1550         if(current < stable)
1551                 return current;
1552         else if(current < stable + 0.25) // when close enough, "snap"
1553                 return stable;
1554         else
1555                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1556 }
1557
1558 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1559 {
1560         if(current > rotstable)
1561         {
1562                 if(rotframetime > 0)
1563                 {
1564                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1565                         current = max(rotstable, current - rotlinear * rotframetime);
1566                 }
1567         }
1568         else if(current < regenstable)
1569         {
1570                 if(regenframetime > 0)
1571                 {
1572                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1573                         current = min(regenstable, current + regenlinear * regenframetime);
1574                 }
1575         }
1576
1577         if(current > limit)
1578                 current = limit;
1579
1580         return current;
1581 }
1582
1583 void player_regen (void)
1584 {
1585         if(!MUTATOR_CALLHOOK(PlayerRegen))
1586         {
1587                 float minh, mina, maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1588                 maxh = autocvar_g_balance_health_rotstable;
1589                 maxa = autocvar_g_balance_armor_rotstable;
1590                 minh = autocvar_g_balance_health_regenstable;
1591                 mina = autocvar_g_balance_armor_regenstable;
1592                 limith = autocvar_g_balance_health_limit;
1593                 limita = autocvar_g_balance_armor_limit;
1594
1595                 max_mod = regen_mod = rot_mod = limit_mod = 1;
1596
1597                 maxh = maxh * max_mod;
1598                 minh = minh * max_mod;
1599                 limith = limith * limit_mod;
1600                 limita = limita * limit_mod;
1601
1602                 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);
1603                 self.health = CalcRotRegen(self.health, minh, autocvar_g_balance_health_regen, autocvar_g_balance_health_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished), maxh, autocvar_g_balance_health_rot, autocvar_g_balance_health_rotlinear, rot_mod * frametime * (time > self.pauserothealth_finished), limith);
1604         }
1605
1606         // if player rotted to death...  die!
1607         // check this outside above checks, as player may still be able to rot to death
1608         if(self.health < 1)
1609         {
1610                 if(self.vehicle)
1611                         vehicles_exit(VHEF_RELEASE);
1612                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1613         }
1614
1615         if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1616         {
1617                 float minf, maxf, limitf;
1618
1619                 maxf = autocvar_g_balance_fuel_rotstable;
1620                 minf = autocvar_g_balance_fuel_regenstable;
1621                 limitf = autocvar_g_balance_fuel_limit;
1622
1623                 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > self.pauseregen_finished) * ((self.items & IT_FUEL_REGEN) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > self.pauserotfuel_finished), limitf);
1624         }
1625 }
1626
1627 float zoomstate_set;
1628 void SetZoomState(float z)
1629 {
1630         if(z != self.zoomstate)
1631         {
1632                 self.zoomstate = z;
1633                 ClientData_Touch(self);
1634         }
1635         zoomstate_set = 1;
1636 }
1637
1638 void GetPressedKeys(void) {
1639         MUTATOR_CALLHOOK(GetPressedKeys);
1640         if (self.movement_x > 0) // get if movement keys are pressed
1641         {       // forward key pressed
1642                 self.pressedkeys |= KEY_FORWARD;
1643                 self.pressedkeys &= ~KEY_BACKWARD;
1644         }
1645         else if (self.movement_x < 0)
1646         {       // backward key pressed
1647                 self.pressedkeys |= KEY_BACKWARD;
1648                 self.pressedkeys &= ~KEY_FORWARD;
1649         }
1650         else
1651         {       // no x input
1652                 self.pressedkeys &= ~KEY_FORWARD;
1653                 self.pressedkeys &= ~KEY_BACKWARD;
1654         }
1655
1656         if (self.movement_y > 0)
1657         {       // right key pressed
1658                 self.pressedkeys |= KEY_RIGHT;
1659                 self.pressedkeys &= ~KEY_LEFT;
1660         }
1661         else if (self.movement_y < 0)
1662         {       // left key pressed
1663                 self.pressedkeys |= KEY_LEFT;
1664                 self.pressedkeys &= ~KEY_RIGHT;
1665         }
1666         else
1667         {       // no y input
1668                 self.pressedkeys &= ~KEY_RIGHT;
1669                 self.pressedkeys &= ~KEY_LEFT;
1670         }
1671
1672         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
1673                 self.pressedkeys |= KEY_JUMP;
1674         else
1675                 self.pressedkeys &= ~KEY_JUMP;
1676         if (self.BUTTON_CROUCH)
1677                 self.pressedkeys |= KEY_CROUCH;
1678         else
1679                 self.pressedkeys &= ~KEY_CROUCH;
1680
1681         if (self.BUTTON_ATCK)
1682                 self.pressedkeys |= KEY_ATCK;
1683         else
1684                 self.pressedkeys &= ~KEY_ATCK;
1685         if (self.BUTTON_ATCK2)
1686                 self.pressedkeys |= KEY_ATCK2;
1687         else
1688                 self.pressedkeys &= ~KEY_ATCK2;
1689 }
1690
1691 /*
1692 ======================
1693 spectate mode routines
1694 ======================
1695 */
1696
1697 void SpectateCopy(entity spectatee) {
1698         other = spectatee;
1699         MUTATOR_CALLHOOK(SpectateCopy);
1700         self.armortype = spectatee.armortype;
1701         self.armorvalue = spectatee.armorvalue;
1702         self.ammo_cells = spectatee.ammo_cells;
1703         self.ammo_shells = spectatee.ammo_shells;
1704         self.ammo_nails = spectatee.ammo_nails;
1705         self.ammo_rockets = spectatee.ammo_rockets;
1706         self.ammo_fuel = spectatee.ammo_fuel;
1707         self.clip_load = spectatee.clip_load;
1708         self.clip_size = spectatee.clip_size;
1709         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1710         self.health = spectatee.health;
1711         self.impulse = 0;
1712         self.items = spectatee.items;
1713         self.last_pickup = spectatee.last_pickup;
1714         self.hit_time = spectatee.hit_time;
1715         self.metertime = spectatee.metertime;
1716         self.strength_finished = spectatee.strength_finished;
1717         self.invincible_finished = spectatee.invincible_finished;
1718         self.pressedkeys = spectatee.pressedkeys;
1719         self.weapons = spectatee.weapons;
1720         self.switchweapon = spectatee.switchweapon;
1721         self.switchingweapon = spectatee.switchingweapon;
1722         self.weapon = spectatee.weapon;
1723         self.nex_charge = spectatee.nex_charge;
1724         self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
1725         self.hagar_load = spectatee.hagar_load;
1726         self.minelayer_mines = spectatee.minelayer_mines;
1727         self.punchangle = spectatee.punchangle;
1728         self.view_ofs = spectatee.view_ofs;
1729         self.velocity = spectatee.velocity;
1730         self.dmg_take = spectatee.dmg_take;
1731         self.dmg_save = spectatee.dmg_save;
1732         self.dmg_inflictor = spectatee.dmg_inflictor;
1733         self.v_angle = spectatee.v_angle;
1734         self.angles = spectatee.v_angle;
1735         if(!self.BUTTON_USE)
1736                 self.fixangle = TRUE;
1737         setorigin(self, spectatee.origin);
1738         setsize(self, spectatee.mins, spectatee.maxs);
1739         SetZoomState(spectatee.zoomstate);
1740
1741     anticheat_spectatecopy(spectatee);
1742         self.hud = spectatee.hud;
1743         if(spectatee.vehicle)
1744     {
1745         self.fixangle = FALSE;
1746         //self.velocity = spectatee.vehicle.velocity;
1747         self.vehicle_health = spectatee.vehicle_health;
1748         self.vehicle_shield = spectatee.vehicle_shield;
1749         self.vehicle_energy = spectatee.vehicle_energy;
1750         self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1751         self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1752         self.vehicle_reload1 = spectatee.vehicle_reload1;
1753         self.vehicle_reload2 = spectatee.vehicle_reload2;
1754
1755         msg_entity = self;
1756
1757         WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1758             WriteAngle(MSG_ONE,  spectatee.v_angle_x);
1759             WriteAngle(MSG_ONE,  spectatee.v_angle_y);
1760             WriteAngle(MSG_ONE,  spectatee.v_angle_z);
1761
1762         //WriteByte (MSG_ONE, SVC_SETVIEW);
1763         //    WriteEntity(MSG_ONE, self);
1764         //makevectors(spectatee.v_angle);
1765         //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1766     }
1767 }
1768
1769 float SpectateUpdate() {
1770         if(!self.enemy)
1771             return 0;
1772
1773         if (self == self.enemy)
1774                 return 0;
1775
1776         if (!IS_PLAYER(self.enemy))
1777                 return 0;
1778
1779         SpectateCopy(self.enemy);
1780
1781         return 1;
1782 }
1783
1784
1785 float SpectateSet()
1786 {
1787         if(self.enemy.classname != "player")
1788                 return FALSE;
1789         /*if(self.enemy.vehicle)
1790         {
1791
1792                 msg_entity = self;
1793                 WriteByte(MSG_ONE, SVC_SETVIEW);
1794                 WriteEntity(MSG_ONE, self.enemy);
1795                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1796
1797                 self.movetype = MOVETYPE_NONE;
1798                 accuracy_resend(self);
1799         }
1800         else
1801         {*/
1802                 msg_entity = self;
1803                 WriteByte(MSG_ONE, SVC_SETVIEW);
1804                 WriteEntity(MSG_ONE, self.enemy);
1805                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1806                 self.movetype = MOVETYPE_NONE;
1807                 accuracy_resend(self);
1808
1809                 if(!SpectateUpdate())
1810                         PutObserverInServer();
1811         //}
1812         return TRUE;
1813 }
1814
1815 float Spectate(entity pl)
1816 {
1817         if(g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1818         if(pl.team != self.team)
1819                 return 0;
1820
1821         self.enemy = pl;
1822         return SpectateSet();
1823 }
1824
1825 // Returns next available player to spectate if g_ca_spectate_enemies == 0
1826 entity CA_SpectateNext(entity start) {
1827         if (start.team == self.team) {
1828                 return start;
1829         }
1830
1831         other = start;
1832         // continue from current player
1833         while(other && other.team != self.team) {
1834                 other = find(other, classname, "player");
1835         }
1836
1837         if (!other) {
1838                 // restart from begining
1839                 other = find(other, classname, "player");
1840                 while(other && other.team != self.team) {
1841                         other = find(other, classname, "player");
1842                 }
1843         }
1844
1845         return other;
1846 }
1847
1848 float SpectateNext()
1849 {
1850         other = find(self.enemy, classname, "player");
1851
1852         if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
1853                 // CA and ca players when spectating enemies is forbidden
1854                 other = CA_SpectateNext(other);
1855         } else {
1856                 // other modes and ca spectators or spectating enemies is allowed
1857                 if (!other)
1858                         other = find(other, classname, "player");
1859         }
1860
1861         if (other)
1862                 self.enemy = other;
1863
1864         return SpectateSet();
1865 }
1866
1867 float SpectatePrev()
1868 {
1869         // NOTE: chain order is from the highest to the lower entnum (unlike find)
1870         other = findchain(classname, "player");
1871         if (!other) // no player
1872                 return FALSE;
1873
1874         entity first = other;
1875         // skip players until current spectated player
1876         if(self.enemy)
1877         while(other && other != self.enemy)
1878                 other = other.chain;
1879
1880         if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1881         {
1882                 do { other = other.chain; }
1883                 while(other && other.team != self.team);
1884
1885                 if (!other)
1886                 {
1887                         other = first;
1888                         while(other.team != self.team)
1889                                 other = other.chain;
1890                         if(other == self.enemy)
1891                                 return TRUE;
1892                 }
1893         }
1894         else
1895         {
1896                 if(other.chain)
1897                         other = other.chain;
1898                 else
1899                         other = first;
1900         }
1901         self.enemy = other;
1902         return SpectateSet();
1903 }
1904
1905 /*
1906 =============
1907 ShowRespawnCountdown()
1908
1909 Update a respawn countdown display.
1910 =============
1911 */
1912 void ShowRespawnCountdown()
1913 {
1914         float number;
1915         if(self.deadflag == DEAD_NO) // just respawned?
1916                 return;
1917         else
1918         {
1919                 number = ceil(self.respawn_time - time);
1920                 if(number <= 0)
1921                         return;
1922                 if(number <= self.respawn_countdown)
1923                 {
1924                         self.respawn_countdown = number - 1;
1925                         if(ceil(self.respawn_time - (time + 0.5)) == number) // only say it if it is the same number even in 0.5s; to prevent overlapping sounds
1926                                 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1927                 }
1928         }
1929 }
1930
1931 void LeaveSpectatorMode()
1932 {
1933         if(self.caplayer)
1934                 return;
1935         if(nJoinAllowed(self))
1936         {
1937                 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1938                 {
1939                         self.classname = "player";
1940
1941                         if(autocvar_g_campaign || autocvar_g_balance_teams)
1942                                 { JoinBestTeam(self, FALSE, TRUE); }
1943
1944                         if(autocvar_g_campaign)
1945                                 { campaign_bots_may_start = 1; }
1946
1947                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
1948
1949                         PutClientInServer();
1950
1951                         if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
1952                 }
1953                 else
1954                         stuffcmd(self, "menu_showteamselect\n");
1955         }
1956         else
1957         {
1958                 // Player may not join because g_maxplayers is set
1959                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
1960         }
1961 }
1962
1963 /**
1964  * Determines whether the player is allowed to join. This depends on cvar
1965  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
1966  * it checks whether the number of currently playing players exceeds g_maxplayers.
1967  * @return int number of free slots for players, 0 if none
1968  */
1969 float nJoinAllowed(entity ignore) {
1970         if(!ignore)
1971         // this is called that way when checking if anyone may be able to join (to build qcstatus)
1972         // so report 0 free slots if restricted
1973         {
1974                 if(autocvar_g_forced_team_otherwise == "spectate")
1975                         return 0;
1976                 if(autocvar_g_forced_team_otherwise == "spectator")
1977                         return 0;
1978         }
1979
1980         if(self.team_forced < 0)
1981                 return 0; // forced spectators can never join
1982
1983         // TODO simplify this
1984         entity e;
1985         float totalClients = 0;
1986         FOR_EACH_CLIENT(e)
1987                 if(e != ignore)
1988                         totalClients += 1;
1989
1990         if (!autocvar_g_maxplayers)
1991                 return maxclients - totalClients;
1992
1993         float currentlyPlaying = 0;
1994         FOR_EACH_REALCLIENT(e)
1995                 if(IS_PLAYER(e) || e.caplayer == 1)
1996                         currentlyPlaying += 1;
1997
1998         if(currentlyPlaying < autocvar_g_maxplayers)
1999                 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2000
2001         return 0;
2002 }
2003
2004 /**
2005  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2006  * g_maxplayers_spectator_blocktime seconds
2007  */
2008 void checkSpectatorBlock() {
2009         if(IS_SPEC(self) || IS_OBSERVER(self)) {
2010                 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2011                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2012                         dropclient(self);
2013                 }
2014         }
2015 }
2016
2017 void PrintWelcomeMessage()
2018 {
2019         if(self.motd_actived_time == 0)
2020         {
2021                 if (autocvar_g_campaign) {
2022                         if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
2023                                 self.motd_actived_time = time;
2024                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
2025                         }
2026                 } else {
2027                         if (self.BUTTON_INFO) {
2028                                 self.motd_actived_time = time;
2029                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2030                         }
2031                 }
2032         }
2033         else if(self.motd_actived_time > 0) // showing MOTD or campaign message
2034         {
2035                 if (autocvar_g_campaign) {
2036                         if (self.BUTTON_INFO)
2037                                 self.motd_actived_time = time;
2038                         else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
2039                                 self.motd_actived_time = 0;
2040                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2041                         }
2042                 } else {
2043                         if (self.BUTTON_INFO)
2044                                 self.motd_actived_time = time;
2045                         else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2046                                 self.motd_actived_time = 0;
2047                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2048                         }
2049                 }
2050         }
2051         else //if(self.motd_actived_time < 0) // just connected, motd is active
2052         {
2053                 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
2054                         self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2055                 else if(self.motd_actived_time == -2 || IS_PLAYER(self))
2056                 {
2057                         // instanctly hide MOTD
2058                         self.motd_actived_time = 0;
2059                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2060                 }
2061         }
2062 }
2063
2064 void ObserverThink()
2065 {
2066         float prefered_movetype;
2067         if (self.flags & FL_JUMPRELEASED) {
2068                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2069                         self.flags &= ~FL_JUMPRELEASED;
2070                         self.flags |= FL_SPAWNING;
2071                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2072                         self.flags &= ~FL_JUMPRELEASED;
2073                         if(SpectateNext()) {
2074                                 self.classname = "spectator";
2075                         }
2076                 } else {
2077                         prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2078                         if (self.movetype != prefered_movetype)
2079                                 self.movetype = prefered_movetype;
2080                 }
2081         } else {
2082                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2083                         self.flags |= FL_JUMPRELEASED;
2084                         if(self.flags & FL_SPAWNING)
2085                         {
2086                                 self.flags &= ~FL_SPAWNING;
2087                                 LeaveSpectatorMode();
2088                                 return;
2089                         }
2090                 }
2091         }
2092 }
2093
2094 void SpectatorThink()
2095 {
2096         if (self.flags & FL_JUMPRELEASED) {
2097                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2098                         self.flags &= ~FL_JUMPRELEASED;
2099                         self.flags |= FL_SPAWNING;
2100                 } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
2101                         self.flags &= ~FL_JUMPRELEASED;
2102                         if(SpectateNext()) {
2103                                 self.classname = "spectator";
2104                         } else {
2105                                 self.classname = "observer";
2106                                 PutClientInServer();
2107                         }
2108                         self.impulse = 0;
2109                 } else if(self.impulse == 12 || self.impulse == 16  || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
2110                         self.flags &= ~FL_JUMPRELEASED;
2111                         if(SpectatePrev()) {
2112                                 self.classname = "spectator";
2113                         } else {
2114                                 self.classname = "observer";
2115                                 PutClientInServer();
2116                         }
2117                         self.impulse = 0;
2118                 } else if (self.BUTTON_ATCK2) {
2119                         self.flags &= ~FL_JUMPRELEASED;
2120                         self.classname = "observer";
2121                         PutClientInServer();
2122                 } else {
2123                         if(!SpectateUpdate())
2124                                 PutObserverInServer();
2125                 }
2126         } else {
2127                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2128                         self.flags |= FL_JUMPRELEASED;
2129                         if(self.flags & FL_SPAWNING)
2130                         {
2131                                 self.flags &= ~FL_SPAWNING;
2132                                 LeaveSpectatorMode();
2133                                 return;
2134                         }
2135                 }
2136                 if(!SpectateUpdate())
2137                         PutObserverInServer();
2138         }
2139
2140         self.flags |= FL_CLIENT | FL_NOTARGET;
2141 }
2142
2143 void vehicles_enter (entity pl, entity veh);
2144 void PlayerUseKey()
2145 {
2146         if (!IS_PLAYER(self))
2147                 return;
2148
2149         if(self.vehicle)
2150         {
2151                 if(!gameover)
2152                 {
2153                         vehicles_exit(VHEF_NORMAL);
2154                         return;
2155                 }
2156         }
2157         else if(autocvar_g_vehicles_enter)
2158         {
2159                 if(!self.freezetag_frozen)
2160                 if(self.deadflag == DEAD_NO)
2161                 if(!gameover)
2162                 {
2163                         entity head, closest_target = world;
2164                         head = WarpZone_FindRadius(self.origin, autocvar_g_vehicles_enter_radius, TRUE);
2165
2166                         while(head) // find the closest acceptable target to enter
2167                         {
2168                                 if(head.vehicle_flags & VHF_ISVEHICLE)
2169                                 if(head.deadflag == DEAD_NO)
2170                                 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, self)))
2171                                 if(head.takedamage != DAMAGE_NO)
2172                                 {
2173                                         if(closest_target)
2174                                         {
2175                                                 if(vlen(self.origin - head.origin) < vlen(self.origin - closest_target.origin))
2176                                                 { closest_target = head; }
2177                                         }
2178                                         else { closest_target = head; }
2179                                 }
2180
2181                                 head = head.chain;
2182                         }
2183
2184                         if(closest_target) { vehicles_enter(self, closest_target); return; }
2185                 }
2186         }
2187
2188         // a use key was pressed; call handlers
2189         MUTATOR_CALLHOOK(PlayerUseKey);
2190 }
2191
2192 /*
2193 =============
2194 PlayerPreThink
2195
2196 Called every frame for each client before the physics are run
2197 =============
2198 */
2199 .float usekeypressed;
2200 void() nexball_setstatus;
2201 .float items_added;
2202 .float last_vehiclecheck;
2203 void PlayerPreThink (void)
2204 {
2205         WarpZone_PlayerPhysics_FixVAngle();
2206
2207         self.stat_game_starttime = game_starttime;
2208         self.stat_round_starttime = round_starttime;
2209         self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2210         self.stat_leadlimit = autocvar_leadlimit;
2211
2212         if(frametime)
2213         {
2214                 // physics frames: update anticheat stuff
2215                 anticheat_prethink();
2216         }
2217
2218         if(blockSpectators && frametime)
2219                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2220                 checkSpectatorBlock();
2221
2222         zoomstate_set = 0;
2223
2224         if(self.netname_previous != self.netname)
2225         {
2226                 if(autocvar_sv_eventlog)
2227                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2228                 if(self.netname_previous)
2229                         strunzone(self.netname_previous);
2230                 self.netname_previous = strzone(self.netname);
2231         }
2232
2233         // version nagging
2234         if(self.version_nagtime)
2235                 if(self.cvar_g_xonoticversion)
2236                         if(time > self.version_nagtime)
2237                         {
2238                                 // don't notify git users
2239                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2240                                 {
2241                                         if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2242                                         {
2243                                                 // notify release users if connecting to git
2244                                                 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2245                                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2246                                         }
2247                                         else
2248                                         {
2249                                                 float r;
2250                                                 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2251                                                 if(r < 0)
2252                                                 {
2253                                                         // give users new version
2254                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - ^3Xonotic ", autocvar_g_xonoticversion, "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.org/^1!\n");
2255                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2256                                                 }
2257                                                 else if(r > 0)
2258                                                 {
2259                                                         // notify users about old server version
2260                                                         print("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2261                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2262                                                 }
2263                                         }
2264                                 }
2265                                 self.version_nagtime = 0;
2266                         }
2267
2268         // GOD MODE info
2269         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2270         {
2271                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2272                 self.max_armorvalue = 0;
2273         }
2274
2275 #ifdef TETRIS
2276         if (TetrisPreFrame())
2277                 return;
2278 #endif
2279
2280         MUTATOR_CALLHOOK(PlayerPreThink);
2281
2282         if(autocvar_g_vehicles_enter)
2283         if(time > self.last_vehiclecheck)
2284         if(IS_PLAYER(self))
2285         if(!gameover)
2286         if(!self.freezetag_frozen)
2287         if(!self.vehicle)
2288         if(self.deadflag == DEAD_NO)
2289         {
2290                 entity veh;
2291                 for(veh = world; (veh = findflags(veh, vehicle_flags, VHF_ISVEHICLE)); )
2292                 if(vlen(veh.origin - self.origin) < autocvar_g_vehicles_enter_radius)
2293                 if(veh.deadflag == DEAD_NO)
2294                 if(veh.takedamage != DAMAGE_NO)
2295                 if((veh.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(veh.owner, self))
2296                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2297                 else if(!veh.owner)
2298                 if(!veh.team || SAME_TEAM(self, veh))
2299                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER);
2300                 else if(autocvar_g_vehicles_steal)
2301                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2302
2303                 self.last_vehiclecheck = time + 1;
2304         }
2305
2306         if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2307         {
2308                 if(self.BUTTON_USE && !self.usekeypressed)
2309                         PlayerUseKey();
2310                 self.usekeypressed = self.BUTTON_USE;
2311         }
2312
2313         if(IS_REAL_CLIENT(self))
2314                 PrintWelcomeMessage();
2315
2316         if(IS_PLAYER(self))
2317         {
2318
2319                 CheckRules_Player();
2320
2321                 if (intermission_running)
2322                 {
2323                         IntermissionThink ();   // otherwise a button could be missed between
2324                         return;                                 // the think tics
2325                 }
2326
2327                 //don't allow the player to turn around while game is paused!
2328                 if(timeout_status == TIMEOUT_ACTIVE) {
2329                         // FIXME turn this into CSQC stuff
2330                         self.v_angle = self.lastV_angle;
2331                         self.angles = self.lastV_angle;
2332                         self.fixangle = TRUE;
2333                 }
2334
2335                 if(frametime)
2336                 {
2337                         if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
2338                         {
2339                                 self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2340                                 self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2341                                 self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2342
2343                                 if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
2344                                 {
2345                                         self.weaponentity_glowmod_x = self.weaponentity_glowmod_x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2346                                         self.weaponentity_glowmod_y = self.weaponentity_glowmod_y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2347                                         self.weaponentity_glowmod_z = self.weaponentity_glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2348                                 }
2349                         }
2350                         else
2351                                 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2352
2353                         player_powerups();
2354                 }
2355
2356                 if (self.deadflag != DEAD_NO)
2357                 {
2358                         if(self.personal && g_race_qualifying)
2359                         {
2360                                 if(time > self.respawn_time)
2361                                 {
2362                                         self.respawn_time = time + 1; // only retry once a second
2363                                         self.stat_respawn_time = self.respawn_time;
2364                                         respawn();
2365                                         self.impulse = 141;
2366                                 }
2367                         }
2368                         else
2369                         {
2370                                 float button_pressed;
2371                                 if(frametime)
2372                                         player_anim();
2373                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2374
2375                                 if (self.deadflag == DEAD_DYING)
2376                                 {
2377                                         if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2378                                                 self.deadflag = DEAD_RESPAWNING;
2379                                         else if(!button_pressed)
2380                                                 self.deadflag = DEAD_DEAD;
2381                                 }
2382                                 else if (self.deadflag == DEAD_DEAD)
2383                                 {
2384                                         if(button_pressed)
2385                                                 self.deadflag = DEAD_RESPAWNABLE;
2386                                         else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2387                                                 self.deadflag = DEAD_RESPAWNING;
2388                                 }
2389                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2390                                 {
2391                                         if(!button_pressed)
2392                                                 self.deadflag = DEAD_RESPAWNING;
2393                                 }
2394                                 else if (self.deadflag == DEAD_RESPAWNING)
2395                                 {
2396                                         if(time > self.respawn_time)
2397                                         {
2398                                                 self.respawn_time = time + 1; // only retry once a second
2399                                                 self.respawn_time_max = self.respawn_time;
2400                                                 respawn();
2401                                         }
2402                                 }
2403
2404                                 ShowRespawnCountdown();
2405
2406                                 if(self.respawn_flags & RESPAWN_SILENT)
2407                                         self.stat_respawn_time = 0;
2408                                 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2409                                         self.stat_respawn_time = self.respawn_time_max;
2410                                 else
2411                                         self.stat_respawn_time = self.respawn_time;
2412                         }
2413
2414                         // if respawning, invert stat_respawn_time to indicate this, the client translates it
2415                         if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2416                                 self.stat_respawn_time *= -1;
2417
2418                         return;
2419                 }
2420
2421                 self.prevorigin = self.origin;
2422
2423                 float do_crouch = self.BUTTON_CROUCH;
2424                 if(self.hook.state)
2425                         do_crouch = 0;
2426                 if(self.vehicle)
2427                         do_crouch = 0;
2428                 if(self.freezetag_frozen)
2429                         do_crouch = 0;
2430                 if(self.weapon == WEP_SHOTGUN && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2431                         do_crouch = 0;
2432
2433                 if (do_crouch)
2434                 {
2435                         if (!self.crouch)
2436                         {
2437                                 self.crouch = TRUE;
2438                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2439                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2440                                 // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
2441                         }
2442                 }
2443                 else
2444                 {
2445                         if (self.crouch)
2446                         {
2447                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2448                                 if (!trace_startsolid)
2449                                 {
2450                                         self.crouch = FALSE;
2451                                         self.view_ofs = PL_VIEW_OFS;
2452                                         setsize (self, PL_MIN, PL_MAX);
2453                                 }
2454                         }
2455                 }
2456
2457                 FixPlayermodel();
2458
2459                 GrapplingHookFrame();
2460
2461                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2462                 //if(frametime)
2463                 {
2464                         self.items &= ~self.items_added;
2465
2466                         W_WeaponFrame();
2467
2468                         self.items_added = 0;
2469                         if(self.items & IT_JETPACK)
2470                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2471                                         self.items_added |= IT_FUEL;
2472
2473                         self.items |= self.items_added;
2474                 }
2475
2476                 player_regen();
2477
2478                 // rot nex charge to the charge limit
2479                 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2480                         self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2481
2482                 if(frametime)
2483                         player_anim();
2484
2485                 // secret status
2486                 secrets_setstatus();
2487
2488                 // monsters status
2489                 monsters_setstatus();
2490
2491                 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2492
2493                 //self.angles_y=self.v_angle_y + 90;   // temp
2494         } else if(gameover) {
2495                 if (intermission_running)
2496                         IntermissionThink ();   // otherwise a button could be missed between
2497                 return;
2498         } else if(IS_OBSERVER(self)) {
2499                 ObserverThink();
2500         } else if(IS_SPEC(self)) {
2501                 SpectatorThink();
2502         }
2503
2504         if(!zoomstate_set)
2505                 SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_RIFLE && autocvar_g_balance_rifle_secondary == 0));
2506
2507         float oldspectatee_status;
2508         oldspectatee_status = self.spectatee_status;
2509         if(IS_SPEC(self))
2510                 self.spectatee_status = num_for_edict(self.enemy);
2511         else if(IS_OBSERVER(self))
2512                 self.spectatee_status = num_for_edict(self);
2513         else
2514                 self.spectatee_status = 0;
2515         if(self.spectatee_status != oldspectatee_status)
2516         {
2517                 ClientData_Touch(self);
2518                 if(g_race || g_cts)
2519                         race_InitSpectator();
2520         }
2521
2522         if(self.teamkill_soundtime)
2523         if(time > self.teamkill_soundtime)
2524         {
2525                 self.teamkill_soundtime = 0;
2526
2527                 entity oldpusher, oldself;
2528
2529                 oldself = self; self = self.teamkill_soundsource;
2530                 oldpusher = self.pusher; self.pusher = oldself;
2531
2532                 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2533
2534                 self.pusher = oldpusher;
2535                 self = oldself;
2536         }
2537
2538         if(self.taunt_soundtime)
2539         if(time > self.taunt_soundtime)
2540         {
2541                 self.taunt_soundtime = 0;
2542                 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2543         }
2544
2545         target_voicescript_next(self);
2546
2547         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2548         if(!self.weapon)
2549                 self.clip_load = self.clip_size = 0;
2550 }
2551
2552 float isInvisibleString(string s)
2553 {
2554         float i, n, c;
2555         s = strdecolorize(s);
2556         for((i = 0), (n = strlen(s)); i < n; ++i)
2557         {
2558                 c = str2chr(s, i);
2559                 switch(c)
2560                 {
2561                         case 0:
2562                         case 32: // space
2563                                 break;
2564                         case 192: // charmap space
2565                                 if (!autocvar_utf8_enable)
2566                                         break;
2567                                 return FALSE;
2568                         case 160: // space in unicode fonts
2569                         case 0xE000 + 192: // utf8 charmap space
2570                                 if (autocvar_utf8_enable)
2571                                         break;
2572                         default:
2573                                 return FALSE;
2574                 }
2575         }
2576         return TRUE;
2577 }
2578
2579 /*
2580 =============
2581 PlayerPostThink
2582
2583 Called every frame for each client after the physics are run
2584 =============
2585 */
2586 .float idlekick_lasttimeleft;
2587 void PlayerPostThink (void)
2588 {
2589         // Savage: Check for nameless players
2590         if (isInvisibleString(self.netname)) {
2591                 self.netname = "Player";
2592                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2593         }
2594
2595         if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2596         if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2597         {
2598                 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2599                 {
2600                         if(self.idlekick_lasttimeleft)
2601                         {
2602                                 self.idlekick_lasttimeleft = 0;
2603                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2604                         }
2605                 }
2606                 else
2607                 {
2608                         float timeleft;
2609                         timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2610                         if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2611                         {
2612                                 if(!self.idlekick_lasttimeleft)
2613                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2614                         }
2615                         if(timeleft <= 0)
2616                         {
2617                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2618                                 dropclient(self);
2619                                 return;
2620                         }
2621                         else if(timeleft <= 10)
2622                         {
2623                                 if(timeleft != self.idlekick_lasttimeleft)
2624                                         { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2625                                 self.idlekick_lasttimeleft = timeleft;
2626                         }
2627                 }
2628         }
2629
2630 #ifdef TETRIS
2631         if(self.impulse == 100)
2632                 ImpulseCommands();
2633         if (!TetrisPostFrame())
2634         {
2635 #endif
2636
2637         CheatFrame();
2638
2639         //CheckPlayerJump();
2640
2641         if(IS_PLAYER(self)) {
2642                 CheckRules_Player();
2643                 UpdateChatBubble();
2644                 if (self.impulse)
2645                         ImpulseCommands();
2646                 if (intermission_running)
2647                         return;         // intermission or finale
2648                 GetPressedKeys();
2649         }
2650
2651 #ifdef TETRIS
2652         }
2653 #endif
2654
2655         /*
2656         float i;
2657         for(i = 0; i < 1000; ++i)
2658         {
2659                 vector end;
2660                 end = self.origin + '0 0 1024' + 512 * randomvec();
2661                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2662                 if(trace_fraction < 1)
2663                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2664                 {
2665                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2666                         break;
2667                 }
2668         }
2669         */
2670
2671         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
2672
2673         if(self.waypointsprite_attachedforcarrier)
2674                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON));
2675
2676         playerdemo_write();
2677
2678         if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
2679         {
2680                 if (!self.stored_netname)
2681                         self.stored_netname = strzone(uid2name(self.crypto_idfp));
2682                 if(self.stored_netname != self.netname)
2683                 {
2684                         db_put(ServerProgsDB, strcat("/uid2name/", self.crypto_idfp), self.netname);
2685                         strunzone(self.stored_netname);
2686                         self.stored_netname = strzone(self.netname);
2687                 }
2688         }
2689
2690         /*
2691         if(g_race)
2692                 dprintf("%f %.6f\n", time, race_GetFractionalLapCount(self));
2693         */
2694
2695         CSQCMODEL_AUTOUPDATE();
2696 }