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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_client.qc
1 #include "cl_client.qh"
2
3 #include "anticheat.qh"
4 #include "cl_impulse.qh"
5 #include "cl_player.qh"
6 #include "ipban.qh"
7 #include "miscfunctions.qh"
8 #include "portals.qh"
9 #include "teamplay.qh"
10 #include "playerdemo.qh"
11 #include "spawnpoints.qh"
12 #include "g_damage.qh"
13 #include "g_hook.qh"
14 #include "command/common.qh"
15 #include "cheats.qh"
16 #include "g_world.qh"
17 #include "race.qh"
18 #include "antilag.qh"
19 #include "campaign.qh"
20 #include "command/common.qh"
21
22 #include "bot/bot.qh"
23 #include "bot/navigation.qh"
24
25 #include "../common/ent_cs.qh"
26 #include <common/state.qh>
27
28 #include <common/effects/qc/globalsound.qh>
29
30 #include "../common/triggers/teleporters.qh"
31
32 #include "../common/vehicles/all.qh"
33
34 #include "weapons/hitplot.qh"
35 #include "weapons/weaponsystem.qh"
36
37 #include "../common/net_notice.qh"
38 #include "../common/physics/player.qh"
39
40 #include "../common/items/all.qc"
41
42 #include "../common/mutators/mutator/waypoints/all.qh"
43
44 #include "../common/triggers/subs.qh"
45 #include "../common/triggers/triggers.qh"
46 #include "../common/triggers/trigger/secret.qh"
47
48 #include "../common/minigames/sv_minigames.qh"
49
50 #include "../common/items/inventory.qh"
51
52 #include "../common/monsters/sv_monsters.qh"
53
54 #include "../lib/warpzone/server.qh"
55
56
57 void send_CSQC_teamnagger() {
58         WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
59 }
60
61 bool ClientData_Send(entity this, entity to, int sf)
62 {
63         assert(to == this.owner, return false);
64
65         entity e = to;
66         if (IS_SPEC(e)) e = e.enemy;
67
68         sf = 0;
69         if (e.race_completed)       sf |= 1; // forced scoreboard
70         if (to.spectatee_status)    sf |= 2; // spectator ent number follows
71         if (e.zoomstate)            sf |= 4; // zoomed
72         if (e.porto_v_angle_held)   sf |= 8; // angles held
73
74         WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
75         WriteByte(MSG_ENTITY, sf);
76
77         if (sf & 2)
78         {
79                 WriteByte(MSG_ENTITY, to.spectatee_status);
80         }
81         if (sf & 8)
82         {
83                 WriteAngle(MSG_ENTITY, e.v_angle.x);
84                 WriteAngle(MSG_ENTITY, e.v_angle.y);
85         }
86         return true;
87 }
88
89 void ClientData_Attach(entity this)
90 {
91         Net_LinkEntity(this.clientdata = new_pure(clientdata), false, 0, ClientData_Send);
92         self.clientdata.drawonlytoclient = this;
93         self.clientdata.owner = this;
94 }
95
96 void ClientData_Detach(entity this)
97 {
98         remove(this.clientdata);
99         self.clientdata = NULL;
100 }
101
102 void ClientData_Touch(entity e)
103 {
104         e.clientdata.SendFlags = 1;
105
106         // make it spectatable
107         FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, LAMBDA(it.clientdata.SendFlags = 1));
108 }
109
110 .string netname_previous;
111
112 void SetSpectatee(entity player, entity spectatee);
113
114
115 /*
116 =============
117 CheckPlayerModel
118
119 Checks if the argument string can be a valid playermodel.
120 Returns a valid one in doubt.
121 =============
122 */
123 string FallbackPlayerModel;
124 string CheckPlayerModel(string plyermodel) {
125         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
126         {
127                 // note: we cannot summon Don Strunzone here, some player may
128                 // still have the model string set. In case anyone manages how
129                 // to change a cvar default, we'll have a small leak here.
130                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
131         }
132         // only in right path
133         if( substring(plyermodel,0,14) != "models/player/")
134                 return FallbackPlayerModel;
135         // only good file extensions
136         if(substring(plyermodel,-4,4) != ".zym")
137         if(substring(plyermodel,-4,4) != ".dpm")
138         if(substring(plyermodel,-4,4) != ".iqm")
139         if(substring(plyermodel,-4,4) != ".md3")
140         if(substring(plyermodel,-4,4) != ".psk")
141                 return FallbackPlayerModel;
142         // forbid the LOD models
143         if(substring(plyermodel, -9,5) == "_lod1")
144                 return FallbackPlayerModel;
145         if(substring(plyermodel, -9,5) == "_lod2")
146                 return FallbackPlayerModel;
147         if(plyermodel != strtolower(plyermodel))
148                 return FallbackPlayerModel;
149         // also, restrict to server models
150         if(autocvar_sv_servermodelsonly)
151         {
152                 if(!fexists(plyermodel))
153                         return FallbackPlayerModel;
154         }
155         return plyermodel;
156 }
157
158 void setplayermodel(entity e, string modelname)
159 {
160         precache_model(modelname);
161         _setmodel(e, modelname);
162         player_setupanimsformodel();
163         if(!autocvar_g_debug_globalsounds)
164                 UpdatePlayerSounds(e);
165 }
166
167 void FixPlayermodel(entity player);
168 /** putting a client as observer in the server */
169 void PutObserverInServer()
170 {
171         SELFPARAM();
172     bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver);
173         PlayerState_detach(this);
174
175         if (IS_PLAYER(this) && this.health >= 1) {
176         // despawn effect
177                 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
178     }
179
180     {
181         entity spot = SelectSpawnPoint(true);
182         if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
183         this.angles = spot.angles;
184         this.angles_z = 0;
185         this.fixangle = true;
186         // offset it so that the spectator spawns higher off the ground, looks better this way
187         setorigin(this, spot.origin + STAT(PL_VIEW_OFS, NULL));
188         this.prevorigin = this.origin;
189         if (IS_REAL_CLIENT(this))
190         {
191             msg_entity = this;
192             WriteByte(MSG_ONE, SVC_SETVIEW);
193             WriteEntity(MSG_ONE, this);
194         }
195         // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
196         // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
197         if(!autocvar_g_debug_globalsounds)
198         {
199                 // needed for player sounds
200                 this.model = "";
201                 FixPlayermodel(this);
202         } 
203         setmodel(this, MDL_Null);
204         setsize(this, STAT(PL_CROUCH_MIN, NULL), STAT(PL_CROUCH_MAX, NULL));
205         this.view_ofs = '0 0 0';
206     }
207
208     RemoveGrapplingHook(this);
209         Portal_ClearAll(this);
210         Unfreeze(this);
211
212         if (this.alivetime)
213         {
214                 if (!warmup_stage)
215                         PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
216                 this.alivetime = 0;
217         }
218
219         if (this.vehicle) vehicles_exit(VHEF_RELEASE);
220
221         WaypointSprite_PlayerDead(this);
222
223         if (mutator_returnvalue) {
224             // mutator prevents resetting teams+score
225         } else {
226                 this.team = -1;  // move this as it is needed to log the player spectating in eventlog
227         this.frags = FRAGS_SPECTATOR;
228         PlayerScore_Clear(this);  // clear scores when needed
229     }
230
231         if (this.killcount != FRAGS_SPECTATOR)
232         {
233                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
234                 if(!intermission_running)
235                 if(autocvar_g_chat_nospectators == 1 || (!(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
236                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
237
238                 if(this.just_joined == false) {
239                         LogTeamchange(this.playerid, -1, 4);
240                 } else
241                         this.just_joined = false;
242         }
243
244         accuracy_resend(this);
245
246         this.spectatortime = time;
247         this.bot_attack = false;
248     this.hud = HUD_NORMAL;
249         this.classname = STR_OBSERVER;
250         this.iscreature = false;
251         this.teleportable = TELEPORT_SIMPLE;
252         this.damagedbycontents = false;
253         this.health = FRAGS_SPECTATOR;
254         this.takedamage = DAMAGE_NO;
255         this.solid = SOLID_NOT;
256         this.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
257         this.flags = FL_CLIENT | FL_NOTARGET;
258         this.armorvalue = 666;
259         this.effects = 0;
260         this.armorvalue = autocvar_g_balance_armor_start;
261         this.pauserotarmor_finished = 0;
262         this.pauserothealth_finished = 0;
263         this.pauseregen_finished = 0;
264         this.damageforcescale = 0;
265         this.death_time = 0;
266         this.respawn_flags = 0;
267         this.respawn_time = 0;
268         this.stat_respawn_time = 0;
269         this.alpha = 0;
270         this.scale = 0;
271         this.fade_time = 0;
272         this.pain_frame = 0;
273         this.pain_finished = 0;
274         this.strength_finished = 0;
275         this.invincible_finished = 0;
276         this.superweapons_finished = 0;
277         this.pushltime = 0;
278         this.istypefrag = 0;
279         this.think = func_null;
280         this.nextthink = 0;
281         this.hook_time = 0;
282         this.deadflag = DEAD_NO;
283         this.crouch = false;
284         this.revival_time = 0;
285
286         this.items = 0;
287         this.weapons = '0 0 0';
288         this.drawonlytoclient = this;
289
290         this.weaponname = "";
291         this.weaponmodel = "";
292         for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
293         {
294                 this.weaponentities[slot] = NULL;
295         }
296         this.exteriorweaponentity = NULL;
297         this.killcount = FRAGS_SPECTATOR;
298         this.velocity = '0 0 0';
299         this.avelocity = '0 0 0';
300         this.punchangle = '0 0 0';
301         this.punchvector = '0 0 0';
302         this.oldvelocity = this.velocity;
303         this.fire_endtime = -1;
304         this.event_damage = func_null;
305 }
306
307 int player_getspecies(entity this)
308 {
309         get_model_parameters(this.model, this.skin);
310         int s = get_model_parameters_species;
311         get_model_parameters(string_null, 0);
312         if (s < 0) return SPECIES_HUMAN;
313         return s;
314 }
315
316 .float model_randomizer;
317 void FixPlayermodel(entity player)
318 {
319         string defaultmodel = "";
320         int defaultskin = 0;
321         if(autocvar_sv_defaultcharacter)
322         {
323                 if(teamplay)
324                 {
325                         string s = Static_Team_ColorName_Lower(player.team);
326                         if (s != "neutral")
327                         {
328                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
329                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
330                         }
331                 }
332
333                 if(defaultmodel == "")
334                 {
335                         defaultmodel = autocvar_sv_defaultplayermodel;
336                         defaultskin = autocvar_sv_defaultplayerskin;
337                 }
338
339                 int n = tokenize_console(defaultmodel);
340                 if(n > 0)
341                 {
342                         defaultmodel = argv(floor(n * player.model_randomizer));
343                         // However, do NOT randomize if the player-selected model is in the list.
344                         for (int i = 0; i < n; ++i)
345                                 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
346                                         defaultmodel = argv(i);
347                 }
348
349                 int i = strstrofs(defaultmodel, ":", 0);
350                 if(i >= 0)
351                 {
352                         defaultskin = stof(substring(defaultmodel, i+1, -1));
353                         defaultmodel = substring(defaultmodel, 0, i);
354                 }
355         }
356         MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin);
357         defaultmodel = ret_string;
358         defaultskin = ret_int;
359
360         bool chmdl = false;
361         int oldskin;
362         if(defaultmodel != "")
363         {
364                 if (defaultmodel != player.model)
365                 {
366                         vector m1 = player.mins;
367                         vector m2 = player.maxs;
368                         setplayermodel (player, defaultmodel);
369                         setsize (player, m1, m2);
370                         chmdl = true;
371                 }
372
373                 oldskin = player.skin;
374                 player.skin = defaultskin;
375         } else {
376                 if (player.playermodel != player.model || player.playermodel == "")
377                 {
378                         player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
379                         vector m1 = player.mins;
380                         vector m2 = player.maxs;
381                         setplayermodel (player, player.playermodel);
382                         setsize (player, m1, m2);
383                         chmdl = true;
384                 }
385
386                 oldskin = player.skin;
387                 player.skin = stof(player.playerskin);
388         }
389
390         if(chmdl || oldskin != player.skin) // model or skin has changed
391         {
392                 player.species = player_getspecies(player); // update species
393                 if(!autocvar_g_debug_globalsounds)
394                         UpdatePlayerSounds(player); // update skin sounds
395         }
396
397         if(!teamplay)
398                 if(strlen(autocvar_sv_defaultplayercolors))
399                         if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
400                                 setcolor(player, stof(autocvar_sv_defaultplayercolors));
401 }
402
403
404 /** Called when a client spawns in the server */
405 void PutClientInServer()
406 {
407         SELFPARAM();
408         if (IS_BOT_CLIENT(this)) {
409                 this.classname = STR_PLAYER;
410         } else if (IS_REAL_CLIENT(this)) {
411                 msg_entity = this;
412                 WriteByte(MSG_ONE, SVC_SETVIEW);
413                 WriteEntity(MSG_ONE, this);
414         }
415         if (gameover) {
416                 this.classname = STR_OBSERVER;
417         }
418
419         SetSpectatee(this, NULL);
420
421         // reset player keys
422         this.itemkeys = 0;
423
424         MUTATOR_CALLHOOK(PutClientInServer, this);
425
426         if (IS_OBSERVER(this)) {
427                 PutObserverInServer();
428         } else if (IS_PLAYER(this)) {
429                 PlayerState_attach(this);
430                 accuracy_resend(this);
431
432                 if (this.team < 0)
433                         JoinBestTeam(this, false, true);
434
435                 entity spot = SelectSpawnPoint(false);
436                 if (!spot) {
437                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
438                         return; // spawn failed
439                 }
440
441                 this.classname = STR_PLAYER;
442                 this.wasplayer = true;
443                 this.iscreature = true;
444                 this.teleportable = TELEPORT_NORMAL;
445                 this.damagedbycontents = true;
446                 this.movetype = MOVETYPE_WALK;
447                 this.solid = SOLID_SLIDEBOX;
448                 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
449                 if (autocvar_g_playerclip_collisions)
450                         this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
451                 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
452                         this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
453                 this.frags = FRAGS_PLAYER;
454                 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
455                 this.flags = FL_CLIENT | FL_PICKUPITEMS;
456                 if (autocvar__notarget)
457                         this.flags |= FL_NOTARGET;
458                 this.takedamage = DAMAGE_AIM;
459                 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
460                 this.dmg = 2; // WTF
461
462                 if (warmup_stage) {
463                         this.ammo_shells = warmup_start_ammo_shells;
464                         this.ammo_nails = warmup_start_ammo_nails;
465                         this.ammo_rockets = warmup_start_ammo_rockets;
466                         this.ammo_cells = warmup_start_ammo_cells;
467                         this.ammo_plasma = warmup_start_ammo_plasma;
468                         this.ammo_fuel = warmup_start_ammo_fuel;
469                         this.health = warmup_start_health;
470                         this.armorvalue = warmup_start_armorvalue;
471                         this.weapons = WARMUP_START_WEAPONS;
472                 } else {
473                         this.ammo_shells = start_ammo_shells;
474                         this.ammo_nails = start_ammo_nails;
475                         this.ammo_rockets = start_ammo_rockets;
476                         this.ammo_cells = start_ammo_cells;
477                         this.ammo_plasma = start_ammo_plasma;
478                         this.ammo_fuel = start_ammo_fuel;
479                         this.health = start_health;
480                         this.armorvalue = start_armorvalue;
481                         this.weapons = start_weapons;
482                 }
483
484                 this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
485
486                 this.items = start_items;
487
488                 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
489                 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
490                 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
491                 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
492                 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
493                 // extend the pause of rotting if client was reset at the beginning of the countdown
494                 if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
495                         float f = game_starttime - time;
496                         this.spawnshieldtime += f;
497                         this.pauserotarmor_finished += f;
498                         this.pauserothealth_finished += f;
499                         this.pauseregen_finished += f;
500                 }
501                 this.damageforcescale = 2;
502                 this.death_time = 0;
503                 this.respawn_flags = 0;
504                 this.respawn_time = 0;
505                 this.stat_respawn_time = 0;
506                 this.scale = autocvar_sv_player_scale;
507                 this.fade_time = 0;
508                 this.pain_frame = 0;
509                 this.pain_finished = 0;
510                 this.pushltime = 0;
511                 this.think = func_null; // players have no think function
512                 this.nextthink = 0;
513                 this.dmg_team = 0;
514                 this.ballistics_density = autocvar_g_ballistics_density_player;
515
516                 this.deadflag = DEAD_NO;
517
518                 this.angles = spot.angles;
519                 this.angles_z = 0; // never spawn tilted even if the spot says to
520                 if (IS_BOT_CLIENT(this))
521                         this.v_angle = this.angles;
522                 this.fixangle = true; // turn this way immediately
523                 this.oldvelocity = this.velocity = '0 0 0';
524                 this.avelocity = '0 0 0';
525                 this.punchangle = '0 0 0';
526                 this.punchvector = '0 0 0';
527
528                 this.strength_finished = 0;
529                 this.invincible_finished = 0;
530                 this.fire_endtime = -1;
531                 this.revival_time = 0;
532                 this.air_finished = time + 12;
533
534                 entity spawnevent = new_pure(spawnevent);
535                 spawnevent.owner = this;
536                 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
537
538                 // Cut off any still running player sounds.
539                 stopsound(this, CH_PLAYER_SINGLE);
540
541                 this.model = "";
542                 FixPlayermodel(this);
543                 this.drawonlytoclient = NULL;
544
545                 this.crouch = false;
546                 this.view_ofs = STAT(PL_VIEW_OFS, NULL);
547                 setsize(this, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
548                 this.spawnorigin = spot.origin;
549                 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
550                 // don't reset back to last position, even if new position is stuck in solid
551                 this.oldorigin = this.origin;
552                 this.prevorigin = this.origin;
553                 this.lastteleporttime = time; // prevent insane speeds due to changing origin
554         this.hud = HUD_NORMAL;
555
556                 this.event_damage = PlayerDamage;
557
558                 this.bot_attack = true;
559                 this.monster_attack = true;
560
561                 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
562
563                 if (this.killcount == FRAGS_SPECTATOR) {
564                         PlayerScore_Clear(this);
565                         this.killcount = 0;
566                 }
567
568                 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
569                 {
570                         CL_SpawnWeaponentity(this, weaponentities[slot]);
571                 }
572                 this.alpha = default_player_alpha;
573                 this.colormod = '1 1 1' * autocvar_g_player_brightness;
574                 this.exteriorweaponentity.alpha = default_weapon_alpha;
575
576                 this.speedrunning = false;
577
578                 target_voicescript_clear(this);
579
580                 // reset fields the weapons may use
581                 FOREACH(Weapons, true, LAMBDA(
582                         it.wr_resetplayer(it);
583                         // reload all reloadable weapons
584                         if (it.spawnflags & WEP_FLAG_RELOADABLE) {
585                                 this.weapon_load[it.m_id] = it.reloading_ammo;
586                         }
587                 ));
588
589                 {
590                         string s = spot.target;
591                         spot.target = string_null;
592                         WITH(entity, activator, this, LAMBDA(
593                                 WITH(entity, self, spot, SUB_UseTargets())
594                         ));
595                         spot.target = s;
596                 }
597
598                 Unfreeze(this);
599
600                 MUTATOR_CALLHOOK(PlayerSpawn, spot);
601
602                 if (autocvar_spawn_debug)
603                 {
604                         sprint(this, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
605                         remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
606                 }
607
608                 PS(this).m_switchweapon = w_getbestweapon(this);
609                 this.cnt = -1; // W_LastWeapon will not complain
610                 PS(this).m_weapon = WEP_Null;
611                 this.weaponname = "";
612                 PS(this).m_switchingweapon = WEP_Null;
613
614                 if (!warmup_stage && !this.alivetime)
615                         this.alivetime = time;
616
617                 antilag_clear(this, CS(this));
618         }
619 }
620
621 void ClientInit_misc();
622
623 .float ebouncefactor, ebouncestop; // electro's values
624 // TODO do we need all these fields, or should we stop autodetecting runtime
625 // changes and just have a console command to update this?
626 bool ClientInit_SendEntity(entity this, entity to, int sf)
627 {
628         WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
629         return = true;
630         msg_entity = to;
631         // MSG_INIT replacement
632         // TODO: make easier to use
633         Registry_send_all();
634         W_PROP_reload(MSG_ONE, to);
635         ClientInit_misc();
636         MUTATOR_CALLHOOK(Ent_Init);
637 }
638 void ClientInit_misc()
639 {
640         int channel = MSG_ONE;
641         WriteHeader(channel, ENT_CLIENT_INIT);
642         WriteByte(channel, g_nexball_meter_period * 32);
643         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
644         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
645         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
646         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
647         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
648         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
649         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
650         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
651
652         if(sv_foginterval && world.fog != "")
653                 WriteString(channel, world.fog);
654         else
655                 WriteString(channel, "");
656         WriteByte(channel, self.count * 255.0); // g_balance_armor_blockpercent
657         WriteByte(channel, serverflags); // client has to know if it should zoom or not
658         WriteCoord(channel, autocvar_g_trueaim_minrange);
659 }
660
661 void ClientInit_CheckUpdate()
662 {SELFPARAM();
663         self.nextthink = time;
664         if(self.count != autocvar_g_balance_armor_blockpercent)
665         {
666                 self.count = autocvar_g_balance_armor_blockpercent;
667                 self.SendFlags |= 1;
668         }
669 }
670
671 void ClientInit_Spawn()
672 {SELFPARAM();
673
674         entity e = new_pure(clientinit);
675         e.think = ClientInit_CheckUpdate;
676         Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
677
678         WITH(entity, self, e, ClientInit_CheckUpdate());
679 }
680
681 /*
682 =============
683 SetNewParms
684 =============
685 */
686 void SetNewParms ()
687 {
688         // initialize parms for a new player
689         parm1 = -(86400 * 366);
690
691         MUTATOR_CALLHOOK(SetNewParms);
692 }
693
694 /*
695 =============
696 SetChangeParms
697 =============
698 */
699 void SetChangeParms ()
700 {SELFPARAM();
701         // save parms for level change
702         parm1 = self.parm_idlesince - time;
703
704         MUTATOR_CALLHOOK(SetChangeParms);
705 }
706
707 /*
708 =============
709 DecodeLevelParms
710 =============
711 */
712 void DecodeLevelParms(entity this)
713 {
714         // load parms
715         this.parm_idlesince = parm1;
716         if (this.parm_idlesince == -(86400 * 366))
717                 this.parm_idlesince = time;
718
719         // whatever happens, allow 60 seconds of idling directly after connect for map loading
720         this.parm_idlesince = max(this.parm_idlesince, time - sv_maxidle + 60);
721
722         MUTATOR_CALLHOOK(DecodeLevelParms);
723 }
724
725 /*
726 =============
727 ClientKill
728
729 Called when a client types 'kill' in the console
730 =============
731 */
732
733 .float clientkill_nexttime;
734 void ClientKill_Now_TeamChange(entity this)
735 {
736         if(this.killindicator_teamchange == -1)
737         {
738                 JoinBestTeam( this, false, true );
739         }
740         else if(this.killindicator_teamchange == -2)
741         {
742                 if(blockSpectators)
743                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
744                 WITH(entity, self, this, PutObserverInServer());
745         }
746         else
747                 WITH(entity, self, this, SV_ChangeTeam(this.killindicator_teamchange - 1));
748         this.killindicator_teamchange = 0;
749 }
750
751 void ClientKill_Now()
752 {SELFPARAM();
753         if(self.vehicle)
754         {
755             vehicles_exit(VHEF_RELEASE);
756             if(!self.killindicator_teamchange)
757             {
758             self.vehicle_health = -1;
759             Damage(self, self, self, 1 , DEATH_KILL.m_id, self.origin, '0 0 0');
760             }
761         }
762
763         if(self.killindicator && !wasfreed(self.killindicator))
764                 remove(self.killindicator);
765
766         self.killindicator = world;
767
768         if(self.killindicator_teamchange)
769                 ClientKill_Now_TeamChange(self);
770
771         if(IS_PLAYER(self))
772                 Damage(self, self, self, 100000, DEATH_KILL.m_id, self.origin, '0 0 0');
773
774         // now I am sure the player IS dead
775 }
776 void KillIndicator_Think()
777 {SELFPARAM();
778         if (gameover)
779         {
780                 self.owner.killindicator = world;
781                 remove(self);
782                 return;
783         }
784
785         if (self.owner.alpha < 0 && !self.owner.vehicle)
786         {
787                 self.owner.killindicator = world;
788                 remove(self);
789                 return;
790         }
791
792         if(self.cnt <= 0)
793         {
794                 WITH(entity, self, self.owner, ClientKill_Now());
795                 return;
796         }
797     else if(g_cts && self.health == 1) // health == 1 means that it's silent
798     {
799         self.nextthink = time + 1;
800         self.cnt -= 1;
801     }
802         else
803         {
804                 if(self.cnt <= 10)
805                         setmodel(self, MDL_NUM(self.cnt));
806                 if(IS_REAL_CLIENT(self.owner))
807                 {
808                         if(self.cnt <= 10)
809                                 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
810                 }
811                 self.nextthink = time + 1;
812                 self.cnt -= 1;
813         }
814 }
815
816 float clientkilltime;
817 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
818 {SELFPARAM();
819         float killtime;
820         float starttime;
821         entity e;
822
823         if (gameover)
824                 return;
825
826         killtime = autocvar_g_balance_kill_delay;
827
828         if(g_race_qualifying || g_cts)
829                 killtime = 0;
830
831     if(MUTATOR_CALLHOOK(ClientKill, self, killtime))
832         return;
833
834         self.killindicator_teamchange = targetteam;
835
836     if(!self.killindicator)
837         {
838                 if(!IS_DEAD(self))
839                 {
840                         killtime = max(killtime, self.clientkill_nexttime - time);
841                         self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
842                 }
843
844                 if(killtime <= 0 || !IS_PLAYER(self) || IS_DEAD(self))
845                 {
846                         ClientKill_Now();
847                 }
848                 else
849                 {
850                         starttime = max(time, clientkilltime);
851
852                         self.killindicator = spawn();
853                         self.killindicator.owner = self;
854                         self.killindicator.scale = 0.5;
855                         setattachment(self.killindicator, self, "");
856                         setorigin(self.killindicator, '0 0 52');
857                         self.killindicator.think = KillIndicator_Think;
858                         self.killindicator.nextthink = starttime + (self.lip) * 0.05;
859                         clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
860                         self.killindicator.cnt = ceil(killtime);
861                         self.killindicator.count = bound(0, ceil(killtime), 10);
862                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
863
864                         for(e = world; (e = find(e, classname, "body")) != world; )
865                         {
866                                 if(e.enemy != self)
867                                         continue;
868                                 e.killindicator = spawn();
869                                 e.killindicator.owner = e;
870                                 e.killindicator.scale = 0.5;
871                                 setattachment(e.killindicator, e, "");
872                                 setorigin(e.killindicator, '0 0 52');
873                                 e.killindicator.think = KillIndicator_Think;
874                                 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
875                                 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
876                                 e.killindicator.cnt = ceil(killtime);
877                         }
878                         self.lip = 0;
879                 }
880         }
881         if(self.killindicator)
882         {
883                 if(targetteam == 0) // just die
884                 {
885                         self.killindicator.colormod = '0 0 0';
886                         if(IS_REAL_CLIENT(self))
887                         if(self.killindicator.cnt > 0)
888                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
889                 }
890                 else if(targetteam == -1) // auto
891                 {
892                         self.killindicator.colormod = '0 1 0';
893                         if(IS_REAL_CLIENT(self))
894                         if(self.killindicator.cnt > 0)
895                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
896                 }
897                 else if(targetteam == -2) // spectate
898                 {
899                         self.killindicator.colormod = '0.5 0.5 0.5';
900                         if(IS_REAL_CLIENT(self))
901                         if(self.killindicator.cnt > 0)
902                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
903                 }
904                 else
905                 {
906                         self.killindicator.colormod = Team_ColorRGB(targetteam);
907                         if(IS_REAL_CLIENT(self))
908                         if(self.killindicator.cnt > 0)
909                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), self.killindicator.cnt);
910                 }
911         }
912
913 }
914
915 void ClientKill ()
916 {SELFPARAM();
917         if(gameover) return;
918         if(self.player_blocked) return;
919         if(STAT(FROZEN, self)) return;
920
921         ClientKill_TeamChange(0);
922 }
923
924 void FixClientCvars(entity e)
925 {
926         // send prediction settings to the client
927         stuffcmd(e, "\nin_bindmap 0 0\n");
928         if(autocvar_g_antilag == 3) // client side hitscan
929                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
930         if(autocvar_sv_gentle)
931                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
932
933         MUTATOR_CALLHOOK(FixClientCvars, e);
934 }
935
936 float PlayerInIDList(entity p, string idlist)
937 {
938         float n, i;
939         string s;
940
941         // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
942         if (!p.crypto_idfp)
943                 return 0;
944
945         // this function allows abbreviated player IDs too!
946         n = tokenize_console(idlist);
947         for(i = 0; i < n; ++i)
948         {
949                 s = argv(i);
950                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
951                         return 1;
952         }
953
954         return 0;
955 }
956
957 #ifdef DP_EXT_PRECONNECT
958 /*
959 =============
960 ClientPreConnect
961
962 Called once (not at each match start) when a client begins a connection to the server
963 =============
964 */
965 void ClientPreConnect ()
966 {SELFPARAM();
967         if(autocvar_sv_eventlog)
968         {
969                 GameLogEcho(sprintf(":connect:%d:%d:%s",
970                         self.playerid,
971                         etof(self),
972                         ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot")
973                 ));
974         }
975 }
976 #endif
977
978 /**
979 =============
980 ClientConnect
981
982 Called when a client connects to the server
983 =============
984 */
985 void ClientConnect()
986 {
987         SELFPARAM();
988         if (Ban_MaybeEnforceBanOnce(this)) return;
989         assert(!IS_CLIENT(this), return);
990         assert(player_count >= 0, player_count = 0);
991         this.classname = "player_joining";
992         this.flags = FL_CLIENT;
993
994 #ifdef WATERMARK
995         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
996 #endif
997         this.version_nagtime = time + 10 + random() * 10;
998
999         ClientState_attach(this);
1000
1001         // identify the right forced team
1002         if (autocvar_g_campaign)
1003         {
1004                 if (IS_REAL_CLIENT(this)) // only players, not bots
1005                 {
1006                         switch (autocvar_g_campaign_forceteam)
1007                         {
1008                                 case 1: this.team_forced = NUM_TEAM_1; break;
1009                                 case 2: this.team_forced = NUM_TEAM_2; break;
1010                                 case 3: this.team_forced = NUM_TEAM_3; break;
1011                                 case 4: this.team_forced = NUM_TEAM_4; break;
1012                                 default: this.team_forced = 0;
1013                         }
1014                 }
1015         }
1016         else if (PlayerInIDList(this, autocvar_g_forced_team_red))    this.team_forced = NUM_TEAM_1;
1017         else if (PlayerInIDList(this, autocvar_g_forced_team_blue))   this.team_forced = NUM_TEAM_2;
1018         else if (PlayerInIDList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1019         else if (PlayerInIDList(this, autocvar_g_forced_team_pink))   this.team_forced = NUM_TEAM_4;
1020         else switch (autocvar_g_forced_team_otherwise)
1021         {
1022                 default: this.team_forced = 0; break;
1023                 case "red": this.team_forced = NUM_TEAM_1; break;
1024                 case "blue": this.team_forced = NUM_TEAM_2; break;
1025                 case "yellow": this.team_forced = NUM_TEAM_3; break;
1026                 case "pink": this.team_forced = NUM_TEAM_4; break;
1027                 case "spectate":
1028                 case "spectator":
1029                         this.team_forced = -1;
1030                         break;
1031         }
1032         if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1033
1034         JoinBestTeam(this, false, false); // if the team number is valid, keep it
1035
1036         if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
1037                 this.classname = STR_OBSERVER;
1038         } else {
1039                 if (!teamplay || autocvar_g_balance_teams)
1040                 {
1041                         this.classname = STR_PLAYER;
1042                         campaign_bots_may_start = 1;
1043                 }
1044                 else
1045                 {
1046                         this.classname = STR_OBSERVER; // do it anyway
1047                 }
1048         }
1049
1050         this.playerid = ++playerid_last;
1051
1052         PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1053
1054         // always track bots, don't ask for cl_allow_uidtracking
1055     if (IS_BOT_CLIENT(this)) PlayerStats_GameReport_AddPlayer(this);
1056
1057         if (autocvar_sv_eventlog)
1058                 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", this.netname));
1059
1060         LogTeamchange(this.playerid, this.team, 1);
1061
1062         this.just_joined = true;  // stop spamming the eventlog with additional lines when the client connects
1063
1064         this.netname_previous = strzone(this.netname);
1065
1066         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, ((teamplay && IS_PLAYER(this)) ? APP_TEAM_ENT(this, INFO_JOIN_CONNECT_TEAM) : INFO_JOIN_CONNECT), this.netname);
1067
1068         stuffcmd(this, clientstuff, "\n");
1069         stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1070
1071         FixClientCvars(this);
1072
1073         // get version info from player
1074         stuffcmd(this, "cmd clientversion $gameversion\n");
1075
1076         // notify about available teams
1077         if (teamplay)
1078         {
1079                 CheckAllowedTeams(this);
1080                 int t = 0;
1081                 if (c1 >= 0) t |= BIT(0);
1082                 if (c2 >= 0) t |= BIT(1);
1083                 if (c3 >= 0) t |= BIT(2);
1084                 if (c4 >= 0) t |= BIT(3);
1085                 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1086         }
1087         else
1088         {
1089                 stuffcmd(this, "set _teams_available 0\n");
1090         }
1091
1092         bot_relinkplayerlist();
1093
1094         this.spectatortime = time;
1095         if (blockSpectators)
1096         {
1097                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1098         }
1099
1100         this.jointime = time;
1101         this.allowed_timeouts = autocvar_sv_timeout_number;
1102
1103         if (IS_REAL_CLIENT(this))
1104         {
1105                 if (!autocvar_g_campaign)
1106                 {
1107                         this.motd_actived_time = -1;
1108                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1109                 }
1110
1111                 if (g_weaponarena_weapons == WEPSET(TUBA))
1112                         stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1113         }
1114
1115         if (!sv_foginterval && world.fog != "")
1116                 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1117
1118         if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)))
1119                 if (!g_ca && !g_cts && !g_race) // teamnagger is currently bad for ca, race & cts
1120                         send_CSQC_teamnagger();
1121
1122         CSQCMODEL_AUTOINIT(this);
1123
1124         this.model_randomizer = random();
1125
1126         if (IS_REAL_CLIENT(this))
1127                 sv_notice_join(this);
1128
1129         FOREACH_ENTITY_FLOAT(init_for_player_needed, true, {
1130                 WITH(entity, self, it, it.init_for_player(it));
1131         });
1132
1133         MUTATOR_CALLHOOK(ClientConnect, this);
1134 }
1135 /*
1136 =============
1137 ClientDisconnect
1138
1139 Called when a client disconnects from the server
1140 =============
1141 */
1142 .entity chatbubbleentity;
1143 void ReadyCount();
1144 void ClientDisconnect()
1145 {
1146         SELFPARAM();
1147         assert(IS_CLIENT(this), return);
1148
1149         PlayerStats_GameReport_FinalizePlayer(this);
1150         if (this.vehicle) vehicles_exit(VHEF_RELEASE);
1151         if (this.active_minigame) part_minigame(this);
1152         if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1153
1154         if (autocvar_sv_eventlog)
1155                 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1156
1157         Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1158
1159     MUTATOR_CALLHOOK(ClientDisconnect);
1160
1161         ClientState_detach(this);
1162
1163         Portal_ClearAll(self);
1164
1165         Unfreeze(self);
1166
1167         RemoveGrapplingHook(self);
1168
1169         // Here, everything has been done that requires this player to be a client.
1170
1171         self.flags &= ~FL_CLIENT;
1172
1173         if (this.chatbubbleentity) remove(this.chatbubbleentity);
1174         if (this.killindicator) remove(this.killindicator);
1175
1176         WaypointSprite_PlayerGone();
1177
1178         bot_relinkplayerlist();
1179
1180         if (self.netname_previous) strunzone(self.netname_previous);
1181         if (self.clientstatus) strunzone(self.clientstatus);
1182         if (self.weaponorder_byimpulse) strunzone(self.weaponorder_byimpulse);
1183         if (self.personal) remove(self.personal);
1184
1185         this.playerid = 0;
1186         ReadyCount();
1187         if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1188 }
1189
1190 void ChatBubbleThink()
1191 {SELFPARAM();
1192         self.nextthink = time;
1193         if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1194         {
1195                 if(self.owner) // but why can that ever be world?
1196                         self.owner.chatbubbleentity = world;
1197                 remove(self);
1198                 return;
1199         }
1200
1201         self.mdl = "";
1202
1203         if ( !IS_DEAD(self.owner) && IS_PLAYER(self.owner) )
1204         {
1205                 if ( self.owner.active_minigame )
1206                         self.mdl = "models/sprites/minigame_busy.iqm";
1207                 else if (PHYS_INPUT_BUTTON_CHAT(self.owner))
1208                         self.mdl = "models/misc/chatbubble.spr";
1209         }
1210
1211         if ( self.model != self.mdl )
1212                 _setmodel(self, self.mdl);
1213
1214 }
1215
1216 void UpdateChatBubble()
1217 {SELFPARAM();
1218         if (self.alpha < 0)
1219                 return;
1220         // spawn a chatbubble entity if needed
1221         if (!self.chatbubbleentity)
1222         {
1223                 self.chatbubbleentity = new(chatbubbleentity);
1224                 self.chatbubbleentity.owner = self;
1225                 self.chatbubbleentity.exteriormodeltoclient = self;
1226                 self.chatbubbleentity.think = ChatBubbleThink;
1227                 self.chatbubbleentity.nextthink = time;
1228                 setmodel(self.chatbubbleentity, MDL_CHAT); // precision set below
1229                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1230                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1231                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1232                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1233                 //self.chatbubbleentity.model = "";
1234                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1235         }
1236 }
1237
1238
1239 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1240 // added to the model skins
1241 /*void UpdateColorModHack()
1242 {
1243         float c;
1244         c = self.clientcolors & 15;
1245         // LordHavoc: only bothering to support white, green, red, yellow, blue
1246              if (!teamplay) self.colormod = '0 0 0';
1247         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1248         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1249         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1250         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1251         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1252         else self.colormod = '1 1 1';
1253 }*/
1254
1255 void respawn()
1256 {SELFPARAM();
1257         if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1258         {
1259                 self.solid = SOLID_NOT;
1260                 self.takedamage = DAMAGE_NO;
1261                 self.movetype = MOVETYPE_FLY;
1262                 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1263                 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1264                 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1265                 Send_Effect(EFFECT_RESPAWN_GHOST, self.origin, '0 0 0', 1);
1266                 if(autocvar_g_respawn_ghosts_maxtime)
1267                         SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1268         }
1269
1270         CopyBody(self, 1);
1271
1272         self.effects |= EF_NODRAW; // prevent another CopyBody
1273         PutClientInServer();
1274 }
1275
1276 void play_countdown(float finished, Sound samp)
1277 {SELFPARAM();
1278     TC(Sound, samp);
1279         if(IS_REAL_CLIENT(self))
1280                 if(floor(finished - time - frametime) != floor(finished - time))
1281                         if(finished - time < 6)
1282                                 sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1283 }
1284
1285 void player_powerups ()
1286 {SELFPARAM();
1287         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1288         int items_prev = self.items;
1289
1290         if((self.items & IT_USING_JETPACK) && !IS_DEAD(self) && !gameover)
1291                 self.modelflags |= MF_ROCKET;
1292         else
1293                 self.modelflags &= ~MF_ROCKET;
1294
1295         self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1296
1297         if((self.alpha < 0 || IS_DEAD(self)) && !self.vehicle) // don't apply the flags if the player is gibbed
1298                 return;
1299
1300         Fire_ApplyDamage(self);
1301         Fire_ApplyEffect(self);
1302
1303         if (!g_instagib)
1304         {
1305                 if (self.items & ITEM_Strength.m_itemid)
1306                 {
1307                         play_countdown(self.strength_finished, SND_POWEROFF);
1308                         self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1309                         if (time > self.strength_finished)
1310                         {
1311                                 self.items = self.items - (self.items & ITEM_Strength.m_itemid);
1312                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1313                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1314                         }
1315                 }
1316                 else
1317                 {
1318                         if (time < self.strength_finished)
1319                         {
1320                                 self.items = self.items | ITEM_Strength.m_itemid;
1321                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1322                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1323                         }
1324                 }
1325                 if (self.items & ITEM_Shield.m_itemid)
1326                 {
1327                         play_countdown(self.invincible_finished, SND_POWEROFF);
1328                         self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1329                         if (time > self.invincible_finished)
1330                         {
1331                                 self.items = self.items - (self.items & ITEM_Shield.m_itemid);
1332                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1333                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1334                         }
1335                 }
1336                 else
1337                 {
1338                         if (time < self.invincible_finished)
1339                         {
1340                                 self.items = self.items | ITEM_Shield.m_itemid;
1341                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1342                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1343                         }
1344                 }
1345                 if (self.items & IT_SUPERWEAPON)
1346                 {
1347                         if (!(self.weapons & WEPSET_SUPERWEAPONS))
1348                         {
1349                                 self.superweapons_finished = 0;
1350                                 self.items = self.items - (self.items & IT_SUPERWEAPON);
1351                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1352                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1353                         }
1354                         else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1355                         {
1356                                 // don't let them run out
1357                         }
1358                         else
1359                         {
1360                                 play_countdown(self.superweapons_finished, SND_POWEROFF);
1361                                 if (time > self.superweapons_finished)
1362                                 {
1363                                         self.items = self.items - (self.items & IT_SUPERWEAPON);
1364                                         self.weapons &= ~WEPSET_SUPERWEAPONS;
1365                                         //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1366                                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1367                                 }
1368                         }
1369                 }
1370                 else if(self.weapons & WEPSET_SUPERWEAPONS)
1371                 {
1372                         if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1373                         {
1374                                 self.items = self.items | IT_SUPERWEAPON;
1375                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1376                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1377                         }
1378                         else
1379                         {
1380                                 self.superweapons_finished = 0;
1381                                 self.weapons &= ~WEPSET_SUPERWEAPONS;
1382                         }
1383                 }
1384                 else
1385                 {
1386                         self.superweapons_finished = 0;
1387                 }
1388         }
1389
1390         if(autocvar_g_nodepthtestplayers)
1391                 self.effects = self.effects | EF_NODEPTHTEST;
1392
1393         if(autocvar_g_fullbrightplayers)
1394                 self.effects = self.effects | EF_FULLBRIGHT;
1395
1396         if (time >= game_starttime)
1397         if (time < self.spawnshieldtime)
1398                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1399
1400         MUTATOR_CALLHOOK(PlayerPowerups, self, items_prev);
1401 }
1402
1403 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1404 {
1405         if(current > stable)
1406                 return current;
1407         else if(current > stable - 0.25) // when close enough, "snap"
1408                 return stable;
1409         else
1410                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1411 }
1412
1413 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1414 {
1415         if(current < stable)
1416                 return current;
1417         else if(current < stable + 0.25) // when close enough, "snap"
1418                 return stable;
1419         else
1420                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1421 }
1422
1423 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1424 {
1425         if(current > rotstable)
1426         {
1427                 if(rotframetime > 0)
1428                 {
1429                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1430                         current = max(rotstable, current - rotlinear * rotframetime);
1431                 }
1432         }
1433         else if(current < regenstable)
1434         {
1435                 if(regenframetime > 0)
1436                 {
1437                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1438                         current = min(regenstable, current + regenlinear * regenframetime);
1439                 }
1440         }
1441
1442         if(current > limit)
1443                 current = limit;
1444
1445         return current;
1446 }
1447
1448 void player_regen ()
1449 {SELFPARAM();
1450         float max_mod, regen_mod, rot_mod, limit_mod;
1451         max_mod = regen_mod = rot_mod = limit_mod = 1;
1452         regen_mod_max = max_mod;
1453         regen_mod_regen = regen_mod;
1454         regen_mod_rot = rot_mod;
1455         regen_mod_limit = limit_mod;
1456
1457         regen_health = autocvar_g_balance_health_regen;
1458         regen_health_linear = autocvar_g_balance_health_regenlinear;
1459         regen_health_rot = autocvar_g_balance_health_rot;
1460         regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1461         regen_health_stable = autocvar_g_balance_health_regenstable;
1462         regen_health_rotstable = autocvar_g_balance_health_rotstable;
1463         if(!MUTATOR_CALLHOOK(PlayerRegen))
1464         if(!STAT(FROZEN, self))
1465         {
1466                 float mina, maxa, limith, limita;
1467                 maxa = autocvar_g_balance_armor_rotstable;
1468                 mina = autocvar_g_balance_armor_regenstable;
1469                 limith = autocvar_g_balance_health_limit;
1470                 limita = autocvar_g_balance_armor_limit;
1471
1472                 max_mod = regen_mod_max;
1473                 regen_mod = regen_mod_regen;
1474                 rot_mod = regen_mod_rot;
1475                 limit_mod = regen_mod_limit;
1476
1477                 regen_health_rotstable = regen_health_rotstable * max_mod;
1478                 regen_health_stable = regen_health_stable * max_mod;
1479                 limith = limith * limit_mod;
1480                 limita = limita * limit_mod;
1481
1482                 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);
1483                 self.health = CalcRotRegen(self.health, regen_health_stable, regen_health, regen_health_linear, regen_mod * frametime * (time > self.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear, rot_mod * frametime * (time > self.pauserothealth_finished), limith);
1484         }
1485
1486         // if player rotted to death...  die!
1487         // check this outside above checks, as player may still be able to rot to death
1488         if(self.health < 1)
1489         {
1490                 if(self.vehicle)
1491                         vehicles_exit(VHEF_RELEASE);
1492                 if(self.event_damage)
1493                         self.event_damage(self, self, self, 1, DEATH_ROT.m_id, self.origin, '0 0 0');
1494         }
1495
1496         if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1497         {
1498                 float minf, maxf, limitf;
1499
1500                 maxf = autocvar_g_balance_fuel_rotstable;
1501                 minf = autocvar_g_balance_fuel_regenstable;
1502                 limitf = autocvar_g_balance_fuel_limit;
1503
1504                 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > self.pauseregen_finished) * ((self.items & ITEM_JetpackRegen.m_itemid) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > self.pauserotfuel_finished), limitf);
1505         }
1506 }
1507
1508 float zoomstate_set;
1509 void SetZoomState(float z)
1510 {SELFPARAM();
1511         if(z != self.zoomstate)
1512         {
1513                 self.zoomstate = z;
1514                 ClientData_Touch(self);
1515         }
1516         zoomstate_set = 1;
1517 }
1518
1519 void GetPressedKeys()
1520 {
1521         SELFPARAM();
1522         MUTATOR_CALLHOOK(GetPressedKeys);
1523         int keys = this.pressedkeys;
1524         keys = BITSET(keys, KEY_FORWARD,        this.movement.x > 0);
1525         keys = BITSET(keys, KEY_BACKWARD,       this.movement.x < 0);
1526         keys = BITSET(keys, KEY_RIGHT,          this.movement.y > 0);
1527         keys = BITSET(keys, KEY_LEFT,           this.movement.y < 0);
1528
1529         keys = BITSET(keys, KEY_JUMP,           PHYS_INPUT_BUTTON_JUMP(this));
1530         keys = BITSET(keys, KEY_CROUCH,         PHYS_INPUT_BUTTON_CROUCH(this));
1531         keys = BITSET(keys, KEY_ATCK,           PHYS_INPUT_BUTTON_ATCK(this));
1532         keys = BITSET(keys, KEY_ATCK2,          PHYS_INPUT_BUTTON_ATCK2(this));
1533         this.pressedkeys = keys;
1534 }
1535
1536 /*
1537 ======================
1538 spectate mode routines
1539 ======================
1540 */
1541
1542 void SpectateCopy(entity this, entity spectatee)
1543 {
1544     TC(Client, this); TC(Client, spectatee);
1545
1546         MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1547         PS(this) = PS(spectatee);
1548         this.armortype = spectatee.armortype;
1549         this.armorvalue = spectatee.armorvalue;
1550         this.ammo_cells = spectatee.ammo_cells;
1551         this.ammo_plasma = spectatee.ammo_plasma;
1552         this.ammo_shells = spectatee.ammo_shells;
1553         this.ammo_nails = spectatee.ammo_nails;
1554         this.ammo_rockets = spectatee.ammo_rockets;
1555         this.ammo_fuel = spectatee.ammo_fuel;
1556         this.clip_load = spectatee.clip_load;
1557         this.clip_size = spectatee.clip_size;
1558         this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1559         this.health = spectatee.health;
1560         this.impulse = 0;
1561         this.items = spectatee.items;
1562         this.last_pickup = spectatee.last_pickup;
1563         this.hit_time = spectatee.hit_time;
1564         this.strength_finished = spectatee.strength_finished;
1565         this.invincible_finished = spectatee.invincible_finished;
1566         this.pressedkeys = spectatee.pressedkeys;
1567         this.weapons = spectatee.weapons;
1568         this.vortex_charge = spectatee.vortex_charge;
1569         this.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1570         this.hagar_load = spectatee.hagar_load;
1571         this.arc_heat_percent = spectatee.arc_heat_percent;
1572         this.minelayer_mines = spectatee.minelayer_mines;
1573         this.punchangle = spectatee.punchangle;
1574         this.view_ofs = spectatee.view_ofs;
1575         this.velocity = spectatee.velocity;
1576         this.dmg_take = spectatee.dmg_take;
1577         this.dmg_save = spectatee.dmg_save;
1578         this.dmg_inflictor = spectatee.dmg_inflictor;
1579         this.v_angle = spectatee.v_angle;
1580         this.angles = spectatee.v_angle;
1581         STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1582         this.revive_progress = spectatee.revive_progress;
1583         if(!PHYS_INPUT_BUTTON_USE(this))
1584                 this.fixangle = true;
1585         setorigin(this, spectatee.origin);
1586         setsize(this, spectatee.mins, spectatee.maxs);
1587         SetZoomState(spectatee.zoomstate);
1588
1589     anticheat_spectatecopy(spectatee);
1590         this.hud = spectatee.hud;
1591         if(spectatee.vehicle)
1592     {
1593         this.fixangle = false;
1594         //this.velocity = spectatee.vehicle.velocity;
1595         this.vehicle_health = spectatee.vehicle_health;
1596         this.vehicle_shield = spectatee.vehicle_shield;
1597         this.vehicle_energy = spectatee.vehicle_energy;
1598         this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1599         this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1600         this.vehicle_reload1 = spectatee.vehicle_reload1;
1601         this.vehicle_reload2 = spectatee.vehicle_reload2;
1602
1603         msg_entity = this;
1604
1605         WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1606             WriteAngle(MSG_ONE,  spectatee.v_angle.x);
1607             WriteAngle(MSG_ONE,  spectatee.v_angle.y);
1608             WriteAngle(MSG_ONE,  spectatee.v_angle.z);
1609
1610         //WriteByte (MSG_ONE, SVC_SETVIEW);
1611         //    WriteEntity(MSG_ONE, this);
1612         //makevectors(spectatee.v_angle);
1613         //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1614     }
1615 }
1616
1617 bool SpectateUpdate()
1618 {SELFPARAM();
1619         if(!self.enemy)
1620             return false;
1621
1622         if(!IS_PLAYER(self.enemy) || self == self.enemy)
1623         {
1624                 SetSpectatee(self, NULL);
1625                 return false;
1626         }
1627
1628         SpectateCopy(this, this.enemy);
1629
1630         return true;
1631 }
1632
1633 bool SpectateSet()
1634 {SELFPARAM();
1635         if(!IS_PLAYER(self.enemy))
1636                 return false;
1637
1638         msg_entity = self;
1639         WriteByte(MSG_ONE, SVC_SETVIEW);
1640         WriteEntity(MSG_ONE, self.enemy);
1641         self.movetype = MOVETYPE_NONE;
1642         accuracy_resend(self);
1643
1644         if(!SpectateUpdate())
1645                 PutObserverInServer();
1646
1647         return true;
1648 }
1649
1650 void SetSpectatee(entity player, entity spectatee)
1651 {
1652         entity old_spectatee = player.enemy;
1653
1654         player.enemy = spectatee;
1655
1656         // WEAPONTODO
1657         // these are required to fix the spectator bug with arc
1658         if(old_spectatee && old_spectatee.arc_beam) { old_spectatee.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1659         if(player.enemy && player.enemy.arc_beam) { player.enemy.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1660 }
1661
1662 bool Spectate(entity pl)
1663 {SELFPARAM();
1664         if(MUTATOR_CALLHOOK(SpectateSet, self, pl))
1665                 return false;
1666         pl = spec_player;
1667
1668         SetSpectatee(self, pl);
1669         return SpectateSet();
1670 }
1671
1672 bool SpectateNext()
1673 {SELFPARAM();
1674         other = find(self.enemy, classname, STR_PLAYER);
1675
1676         if (MUTATOR_CALLHOOK(SpectateNext, self, other))
1677                 other = spec_player;
1678         else if (!other)
1679                 other = find(other, classname, STR_PLAYER);
1680
1681         if(other) { SetSpectatee(self, other); }
1682
1683         return SpectateSet();
1684 }
1685
1686 bool SpectatePrev()
1687 {SELFPARAM();
1688         // NOTE: chain order is from the highest to the lower entnum (unlike find)
1689         other = findchain(classname, STR_PLAYER);
1690         if (!other) // no player
1691                 return false;
1692
1693         entity first = other;
1694         // skip players until current spectated player
1695         if(self.enemy)
1696         while(other && other != self.enemy)
1697                 other = other.chain;
1698
1699         switch (MUTATOR_CALLHOOK(SpectatePrev, self, other, first))
1700         {
1701                 case MUT_SPECPREV_FOUND:
1702                     other = spec_player;
1703                     break;
1704                 case MUT_SPECPREV_RETURN:
1705                     other = spec_player;
1706                     return true;
1707                 case MUT_SPECPREV_CONTINUE:
1708                 default:
1709                 {
1710                         if(other.chain)
1711                                 other = other.chain;
1712                         else
1713                                 other = first;
1714                         break;
1715                 }
1716         }
1717
1718         SetSpectatee(self, other);
1719         return SpectateSet();
1720 }
1721
1722 /*
1723 =============
1724 ShowRespawnCountdown()
1725
1726 Update a respawn countdown display.
1727 =============
1728 */
1729 void ShowRespawnCountdown()
1730 {SELFPARAM();
1731         float number;
1732         if(!IS_DEAD(self)) // just respawned?
1733                 return;
1734         else
1735         {
1736                 number = ceil(self.respawn_time - time);
1737                 if(number <= 0)
1738                         return;
1739                 if(number <= self.respawn_countdown)
1740                 {
1741                         self.respawn_countdown = number - 1;
1742                         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
1743                                 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1744                 }
1745         }
1746 }
1747
1748 void LeaveSpectatorMode()
1749 {SELFPARAM();
1750         if(self.caplayer)
1751                 return;
1752         if(nJoinAllowed(self, self))
1753         {
1754                 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1755                 {
1756                         self.classname = STR_PLAYER;
1757
1758                         if(autocvar_g_campaign || autocvar_g_balance_teams)
1759                                 { JoinBestTeam(self, false, true); }
1760
1761                         if(autocvar_g_campaign)
1762                                 { campaign_bots_may_start = 1; }
1763
1764                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CPID_PREVENT_JOIN);
1765
1766                         PutClientInServer();
1767
1768                         if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, ((teamplay && this.team != -1) ? APP_TEAM_ENT(this, INFO_JOIN_PLAY_TEAM) : INFO_JOIN_PLAY), self.netname); }
1769                 }
1770                 else
1771                         stuffcmd(self, "menu_showteamselect\n");
1772         }
1773         else
1774         {
1775                 // Player may not join because g_maxplayers is set
1776                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
1777         }
1778 }
1779
1780 /**
1781  * Determines whether the player is allowed to join. This depends on cvar
1782  * g_maxplayers, if it isn't used this function always return true, otherwise
1783  * it checks whether the number of currently playing players exceeds g_maxplayers.
1784  * @return int number of free slots for players, 0 if none
1785  */
1786 bool nJoinAllowed(entity this, entity ignore)
1787 {
1788         if(!ignore)
1789         // this is called that way when checking if anyone may be able to join (to build qcstatus)
1790         // so report 0 free slots if restricted
1791         {
1792                 if(autocvar_g_forced_team_otherwise == "spectate")
1793                         return false;
1794                 if(autocvar_g_forced_team_otherwise == "spectator")
1795                         return false;
1796         }
1797
1798         if(this.team_forced < 0)
1799                 return false; // forced spectators can never join
1800
1801         // TODO simplify this
1802         int totalClients = 0;
1803         int currentlyPlaying = 0;
1804         FOREACH_CLIENT(true, LAMBDA(
1805                 if(it != ignore)
1806                         ++totalClients;
1807                 if(IS_REAL_CLIENT(it))
1808                 if(IS_PLAYER(it) || it.caplayer)
1809                         ++currentlyPlaying;
1810         ));
1811
1812         if (!autocvar_g_maxplayers)
1813                 return maxclients - totalClients;
1814
1815         if(currentlyPlaying < autocvar_g_maxplayers)
1816                 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1817
1818         return false;
1819 }
1820
1821 /**
1822  * Checks whether the client is an observer or spectator, if so, he will get kicked after
1823  * g_maxplayers_spectator_blocktime seconds
1824  */
1825 void checkSpectatorBlock()
1826 {SELFPARAM();
1827         if(IS_SPEC(self) || IS_OBSERVER(self))
1828         if(!self.caplayer)
1829         if(IS_REAL_CLIENT(self))
1830         {
1831                 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
1832                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
1833                         dropclient(self);
1834                 }
1835         }
1836 }
1837
1838 void PrintWelcomeMessage()
1839 {SELFPARAM();
1840         if(self.motd_actived_time == 0)
1841         {
1842                 if (autocvar_g_campaign) {
1843                         if ((IS_PLAYER(self) && PHYS_INPUT_BUTTON_INFO(self)) || (!IS_PLAYER(self))) {
1844                                 self.motd_actived_time = time;
1845                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
1846                         }
1847                 } else {
1848                         if (PHYS_INPUT_BUTTON_INFO(self)) {
1849                                 self.motd_actived_time = time;
1850                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1851                         }
1852                 }
1853         }
1854         else if(self.motd_actived_time > 0) // showing MOTD or campaign message
1855         {
1856                 if (autocvar_g_campaign) {
1857                         if (PHYS_INPUT_BUTTON_INFO(self))
1858                                 self.motd_actived_time = time;
1859                         else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
1860                                 self.motd_actived_time = 0;
1861                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CPID_MOTD);
1862                         }
1863                 } else {
1864                         if (PHYS_INPUT_BUTTON_INFO(self))
1865                                 self.motd_actived_time = time;
1866                         else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
1867                                 self.motd_actived_time = 0;
1868                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CPID_MOTD);
1869                         }
1870                 }
1871         }
1872         else //if(self.motd_actived_time < 0) // just connected, motd is active
1873         {
1874                 if(PHYS_INPUT_BUTTON_INFO(self)) // BUTTON_INFO hides initial MOTD
1875                         self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
1876                 else if(self.motd_actived_time == -2 || IS_PLAYER(self) || IS_SPEC(self))
1877                 {
1878                         // instanctly hide MOTD
1879                         self.motd_actived_time = 0;
1880                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CPID_MOTD);
1881                 }
1882         }
1883 }
1884
1885 void ObserverThink()
1886 {SELFPARAM();
1887         if ( self.impulse )
1888         {
1889                 MinigameImpulse(self, self.impulse);
1890                 self.impulse = 0;
1891         }
1892         float prefered_movetype;
1893         if (self.flags & FL_JUMPRELEASED) {
1894                 if (PHYS_INPUT_BUTTON_JUMP(self) && !self.version_mismatch) {
1895                         self.flags &= ~FL_JUMPRELEASED;
1896                         self.flags |= FL_SPAWNING;
1897                 } else if(PHYS_INPUT_BUTTON_ATCK(self) && !self.version_mismatch) {
1898                         self.flags &= ~FL_JUMPRELEASED;
1899                         if(SpectateNext()) {
1900                                 self.classname = STR_SPECTATOR;
1901                         }
1902                 } else {
1903                         prefered_movetype = ((!PHYS_INPUT_BUTTON_USE(self) ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
1904                         if (self.movetype != prefered_movetype)
1905                                 self.movetype = prefered_movetype;
1906                 }
1907         } else {
1908                 if (!(PHYS_INPUT_BUTTON_ATCK(self) || PHYS_INPUT_BUTTON_JUMP(self))) {
1909                         self.flags |= FL_JUMPRELEASED;
1910                         if(self.flags & FL_SPAWNING)
1911                         {
1912                                 self.flags &= ~FL_SPAWNING;
1913                                 LeaveSpectatorMode();
1914                                 return;
1915                         }
1916                 }
1917         }
1918 }
1919
1920 void SpectatorThink()
1921 {SELFPARAM();
1922         if ( self.impulse )
1923         {
1924                 if(MinigameImpulse(self, self.impulse))
1925                         self.impulse = 0;
1926         }
1927         if (self.flags & FL_JUMPRELEASED) {
1928                 if (PHYS_INPUT_BUTTON_JUMP(self) && !self.version_mismatch) {
1929                         self.flags &= ~FL_JUMPRELEASED;
1930                         self.flags |= FL_SPAWNING;
1931                 } else if(PHYS_INPUT_BUTTON_ATCK(self) || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
1932                         self.flags &= ~FL_JUMPRELEASED;
1933                         if(SpectateNext()) {
1934                                 self.classname = STR_SPECTATOR;
1935                         } else {
1936                                 self.classname = STR_OBSERVER;
1937                                 PutClientInServer();
1938                         }
1939                         self.impulse = 0;
1940                 } else if(self.impulse == 12 || self.impulse == 16  || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
1941                         self.flags &= ~FL_JUMPRELEASED;
1942                         if(SpectatePrev()) {
1943                                 self.classname = STR_SPECTATOR;
1944                         } else {
1945                                 self.classname = STR_OBSERVER;
1946                                 PutClientInServer();
1947                         }
1948                         self.impulse = 0;
1949                 } else if (PHYS_INPUT_BUTTON_ATCK2(self)) {
1950                         self.flags &= ~FL_JUMPRELEASED;
1951                         self.classname = STR_OBSERVER;
1952                         PutClientInServer();
1953                 } else {
1954                         if(!SpectateUpdate())
1955                                 PutObserverInServer();
1956                 }
1957         } else {
1958                 if (!(PHYS_INPUT_BUTTON_ATCK(self) || PHYS_INPUT_BUTTON_ATCK2(self))) {
1959                         self.flags |= FL_JUMPRELEASED;
1960                         if(self.flags & FL_SPAWNING)
1961                         {
1962                                 self.flags &= ~FL_SPAWNING;
1963                                 LeaveSpectatorMode();
1964                                 return;
1965                         }
1966                 }
1967                 if(!SpectateUpdate())
1968                         PutObserverInServer();
1969         }
1970
1971         self.flags |= FL_CLIENT | FL_NOTARGET;
1972 }
1973
1974 void vehicles_enter (entity pl, entity veh);
1975 void PlayerUseKey()
1976 {SELFPARAM();
1977         if (!IS_PLAYER(self))
1978                 return;
1979
1980         if(self.vehicle)
1981         {
1982                 if(!gameover)
1983                 {
1984                         vehicles_exit(VHEF_NORMAL);
1985                         return;
1986                 }
1987         }
1988         else if(autocvar_g_vehicles_enter)
1989         {
1990                 if(!STAT(FROZEN, self))
1991                 if(!IS_DEAD(self))
1992                 if(!gameover)
1993                 {
1994                         entity head, closest_target = world;
1995                         head = WarpZone_FindRadius(self.origin, autocvar_g_vehicles_enter_radius, true);
1996
1997                         while(head) // find the closest acceptable target to enter
1998                         {
1999                                 if(head.vehicle_flags & VHF_ISVEHICLE)
2000                                 if(!IS_DEAD(head))
2001                                 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, self)))
2002                                 if(head.takedamage != DAMAGE_NO)
2003                                 {
2004                                         if(closest_target)
2005                                         {
2006                                                 if(vlen(self.origin - head.origin) < vlen(self.origin - closest_target.origin))
2007                                                 { closest_target = head; }
2008                                         }
2009                                         else { closest_target = head; }
2010                                 }
2011
2012                                 head = head.chain;
2013                         }
2014
2015                         if(closest_target) { vehicles_enter(self, closest_target); return; }
2016                 }
2017         }
2018
2019         // a use key was pressed; call handlers
2020         MUTATOR_CALLHOOK(PlayerUseKey);
2021 }
2022
2023
2024 /*
2025 =============
2026 PlayerPreThink
2027
2028 Called every frame for each client before the physics are run
2029 =============
2030 */
2031 .float usekeypressed;
2032 void() nexball_setstatus;
2033 .float last_vehiclecheck;
2034 .int items_added;
2035 void PlayerPreThink ()
2036 {SELFPARAM();
2037         WarpZone_PlayerPhysics_FixVAngle();
2038
2039         self.stat_game_starttime = game_starttime;
2040         self.stat_round_starttime = round_starttime;
2041         self.stat_allow_oldvortexbeam = autocvar_g_allow_oldvortexbeam;
2042         self.stat_leadlimit = autocvar_leadlimit;
2043
2044         self.weaponsinmap = weaponsInMap;
2045
2046         if(frametime)
2047         {
2048                 // physics frames: update anticheat stuff
2049                 anticheat_prethink();
2050         }
2051
2052         if(blockSpectators && frametime)
2053                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2054                 checkSpectatorBlock();
2055
2056         zoomstate_set = 0;
2057
2058         // Savage: Check for nameless players
2059         if (isInvisibleString(self.netname)) {
2060                 string new_name = strzone(strcat("Player@", ftos(self.playerid)));
2061                 if(autocvar_sv_eventlog)
2062                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", new_name));
2063                 if(self.netname_previous)
2064                         strunzone(self.netname_previous);
2065                 self.netname_previous = strzone(new_name);
2066                 self.netname = self.netname_previous;
2067                 // stuffcmd(self, strcat("name ", self.netname, "\n"));
2068         } else if(self.netname_previous != self.netname) {
2069                 if(autocvar_sv_eventlog)
2070                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2071                 if(self.netname_previous)
2072                         strunzone(self.netname_previous);
2073                 self.netname_previous = strzone(self.netname);
2074         }
2075
2076         // version nagging
2077         if(self.version_nagtime)
2078                 if(self.cvar_g_xonoticversion)
2079                         if(time > self.version_nagtime)
2080                         {
2081                                 // don't notify git users
2082                                 if(strstrofs(self.cvar_g_xonoticversion, "git", 0) < 0 && strstrofs(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2083                                 {
2084                                         if(strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2085                                         {
2086                                                 // notify release users if connecting to git
2087                                                 LOG_TRACE("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2088                                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2089                                         }
2090                                         else
2091                                         {
2092                                                 float r;
2093                                                 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2094                                                 if(r < 0)
2095                                                 {
2096                                                         // give users new version
2097                                                         LOG_TRACE("^1NOTE^7 to ", self.netname, "^7 - ^3Xonotic ", autocvar_g_xonoticversion, "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.org/^1!\n");
2098                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2099                                                 }
2100                                                 else if(r > 0)
2101                                                 {
2102                                                         // notify users about old server version
2103                                                         LOG_INFO("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2104                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2105                                                 }
2106                                         }
2107                                 }
2108                                 self.version_nagtime = 0;
2109                         }
2110
2111         // GOD MODE info
2112         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2113         {
2114                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2115                 self.max_armorvalue = 0;
2116         }
2117
2118         if(STAT(FROZEN, self) == 2)
2119         {
2120                 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
2121                 self.health = max(1, self.revive_progress * start_health);
2122                 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
2123
2124                 if(self.revive_progress >= 1)
2125                         Unfreeze(self);
2126         }
2127         else if(STAT(FROZEN, self) == 3)
2128         {
2129                 self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1);
2130                 self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress );
2131
2132                 if(self.health < 1)
2133                 {
2134                         if(self.vehicle)
2135                                 vehicles_exit(VHEF_RELEASE);
2136                         self.event_damage(self, self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, self.origin, '0 0 0');
2137                 }
2138                 else if ( self.revive_progress <= 0 )
2139                         Unfreeze(self);
2140         }
2141
2142         MUTATOR_CALLHOOK(PlayerPreThink);
2143
2144         if(autocvar_g_vehicles_enter)
2145         if(time > self.last_vehiclecheck)
2146         if(IS_PLAYER(self))
2147         if(!gameover)
2148         if(!STAT(FROZEN, self))
2149         if(!self.vehicle)
2150         if(!IS_DEAD(self))
2151         {
2152                 entity veh;
2153                 for(veh = world; (veh = findflags(veh, vehicle_flags, VHF_ISVEHICLE)); )
2154                 if(vlen(veh.origin - self.origin) < autocvar_g_vehicles_enter_radius)
2155                 if(!IS_DEAD(veh))
2156                 if(veh.takedamage != DAMAGE_NO)
2157                 if((veh.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(veh.owner, self))
2158                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2159                 else if(!veh.owner)
2160                 if(!veh.team || SAME_TEAM(self, veh))
2161                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER);
2162                 else if(autocvar_g_vehicles_steal)
2163                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2164
2165                 self.last_vehiclecheck = time + 1;
2166         }
2167
2168         if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2169         {
2170                 if(PHYS_INPUT_BUTTON_USE(self) && !self.usekeypressed)
2171                         PlayerUseKey();
2172                 self.usekeypressed = PHYS_INPUT_BUTTON_USE(self);
2173         }
2174
2175         if(IS_REAL_CLIENT(self))
2176                 PrintWelcomeMessage();
2177
2178         if(IS_PLAYER(self))
2179         {
2180
2181                 CheckRules_Player();
2182
2183                 if (intermission_running)
2184                 {
2185                         IntermissionThink ();   // otherwise a button could be missed between
2186                         return;                                 // the think tics
2187                 }
2188
2189                 //don't allow the player to turn around while game is paused!
2190                 if(timeout_status == TIMEOUT_ACTIVE) {
2191                         // FIXME turn this into CSQC stuff
2192                         self.v_angle = self.lastV_angle;
2193                         self.angles = self.lastV_angle;
2194                         self.fixangle = true;
2195                 }
2196
2197                 if(frametime)
2198                 {
2199                         player_powerups();
2200                 }
2201
2202                 if (IS_DEAD(self))
2203                 {
2204                         if(self.personal && g_race_qualifying)
2205                         {
2206                                 if(time > self.respawn_time)
2207                                 {
2208                                         self.respawn_time = time + 1; // only retry once a second
2209                                         self.stat_respawn_time = self.respawn_time;
2210                                         respawn();
2211                                         self.impulse = 141;
2212                                 }
2213                         }
2214                         else
2215                         {
2216                                 float button_pressed;
2217                                 if(frametime)
2218                                         player_anim();
2219                                 button_pressed = (PHYS_INPUT_BUTTON_ATCK(self) || PHYS_INPUT_BUTTON_JUMP(self) || PHYS_INPUT_BUTTON_ATCK2(self) || PHYS_INPUT_BUTTON_HOOK(self) || PHYS_INPUT_BUTTON_USE(self));
2220
2221                                 if (self.deadflag == DEAD_DYING)
2222                                 {
2223                                         if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2224                                                 self.deadflag = DEAD_RESPAWNING;
2225                                         else if(!button_pressed)
2226                                                 self.deadflag = DEAD_DEAD;
2227                                 }
2228                                 else if (self.deadflag == DEAD_DEAD)
2229                                 {
2230                                         if(button_pressed)
2231                                                 self.deadflag = DEAD_RESPAWNABLE;
2232                                         else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2233                                                 self.deadflag = DEAD_RESPAWNING;
2234                                 }
2235                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2236                                 {
2237                                         if(!button_pressed)
2238                                                 self.deadflag = DEAD_RESPAWNING;
2239                                 }
2240                                 else if (self.deadflag == DEAD_RESPAWNING)
2241                                 {
2242                                         if(time > self.respawn_time)
2243                                         {
2244                                                 self.respawn_time = time + 1; // only retry once a second
2245                                                 self.respawn_time_max = self.respawn_time;
2246                                                 respawn();
2247                                         }
2248                                 }
2249
2250                                 ShowRespawnCountdown();
2251
2252                                 if(self.respawn_flags & RESPAWN_SILENT)
2253                                         self.stat_respawn_time = 0;
2254                                 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2255                                         self.stat_respawn_time = self.respawn_time_max;
2256                                 else
2257                                         self.stat_respawn_time = self.respawn_time;
2258                         }
2259
2260                         // if respawning, invert stat_respawn_time to indicate this, the client translates it
2261                         if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2262                                 self.stat_respawn_time *= -1;
2263
2264                         return;
2265                 }
2266
2267                 self.prevorigin = self.origin;
2268
2269                 float do_crouch = PHYS_INPUT_BUTTON_CROUCH(self);
2270                 if(self.hook.state)
2271                         do_crouch = 0;
2272                 if(self.vehicle)
2273                         do_crouch = 0;
2274                 if(STAT(FROZEN, self))
2275                         do_crouch = 0;
2276
2277                 // WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
2278                 // It cannot be predicted by the engine!
2279                 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
2280                 if((PS(self).m_weapon == WEP_SHOCKWAVE || PS(self).m_weapon == WEP_SHOTGUN) && self.(weaponentity).wframe == WFRAME_FIRE2 && time < self.(weaponentity).weapon_nextthink)
2281                         do_crouch = 0;
2282
2283                 if (do_crouch)
2284                 {
2285                         if (!self.crouch)
2286                         {
2287                                 self.crouch = true;
2288                                 self.view_ofs = STAT(PL_CROUCH_VIEW_OFS, self);
2289                                 setsize (self, STAT(PL_CROUCH_MIN, self), STAT(PL_CROUCH_MAX, self));
2290                                 // setanim(self, self.anim_duck, false, true, true); // this anim is BROKEN anyway
2291                         }
2292                 }
2293                 else
2294                 {
2295                         if (self.crouch)
2296                         {
2297                                 tracebox(self.origin, STAT(PL_MIN, self), STAT(PL_MAX, self), self.origin, false, self);
2298                                 if (!trace_startsolid)
2299                                 {
2300                                         self.crouch = false;
2301                                         self.view_ofs = STAT(PL_VIEW_OFS, self);
2302                                         setsize (self, STAT(PL_MIN, self), STAT(PL_MAX, self));
2303                                 }
2304                         }
2305                 }
2306
2307                 FixPlayermodel(self);
2308
2309                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2310                 //if(frametime)
2311                 {
2312                         self.items &= ~self.items_added;
2313
2314                         W_WeaponFrame(self);
2315
2316                         self.items_added = 0;
2317                         if(self.items & ITEM_Jetpack.m_itemid)
2318                                 if(self.items & ITEM_JetpackRegen.m_itemid || self.ammo_fuel >= 0.01)
2319                                         self.items_added |= IT_FUEL;
2320
2321                         self.items |= self.items_added;
2322                 }
2323
2324                 player_regen();
2325
2326                 // WEAPONTODO: Add a weapon request for this
2327                 // rot vortex charge to the charge limit
2328                 if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
2329                         self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2330
2331                 if(frametime)
2332                         player_anim();
2333
2334                 // secret status
2335                 secrets_setstatus();
2336
2337                 // monsters status
2338                 monsters_setstatus(self);
2339
2340                 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2341
2342                 //self.angles_y=self.v_angle_y + 90;   // temp
2343         } else if(gameover) {
2344                 if (intermission_running)
2345                         IntermissionThink ();   // otherwise a button could be missed between
2346                 return;
2347         } else if(IS_OBSERVER(self)) {
2348                 ObserverThink();
2349         } else if(IS_SPEC(self)) {
2350                 SpectatorThink();
2351         }
2352
2353         // WEAPONTODO: Add weapon request for this
2354         if(!zoomstate_set)
2355                 SetZoomState(
2356                         PHYS_INPUT_BUTTON_ZOOM(self)
2357                         || PHYS_INPUT_BUTTON_ZOOMSCRIPT(self)
2358                         || (PHYS_INPUT_BUTTON_ATCK2(self) && PS(self).m_weapon == WEP_VORTEX)
2359                         || (PHYS_INPUT_BUTTON_ATCK2(self) && PS(self).m_weapon == WEP_RIFLE && WEP_CVAR(rifle, secondary) == 0)
2360                 ); // WEAPONTODO
2361
2362         float oldspectatee_status;
2363         oldspectatee_status = self.spectatee_status;
2364         if(IS_SPEC(self))
2365                 self.spectatee_status = etof(self.enemy);
2366         else if(IS_OBSERVER(self))
2367                 self.spectatee_status = etof(self);
2368         else
2369                 self.spectatee_status = 0;
2370         if(self.spectatee_status != oldspectatee_status)
2371         {
2372                 ClientData_Touch(self);
2373                 if(g_race || g_cts)
2374                         race_InitSpectator();
2375         }
2376
2377         if(self.teamkill_soundtime)
2378         if(time > self.teamkill_soundtime)
2379         {
2380                 self.teamkill_soundtime = 0;
2381
2382                 entity e = self.teamkill_soundsource;
2383                 entity oldpusher = e.pusher;
2384                 e.pusher = this;
2385                 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2386                 e.pusher = oldpusher;
2387         }
2388
2389         if(self.taunt_soundtime)
2390         if(time > self.taunt_soundtime)
2391         {
2392                 self.taunt_soundtime = 0;
2393                 PlayerSound(self, playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2394         }
2395
2396         target_voicescript_next(self);
2397
2398         // WEAPONTODO: Move into weaponsystem somehow
2399         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2400         if (PS(self).m_weapon == WEP_Null)
2401                 self.clip_load = self.clip_size = 0;
2402 }
2403
2404 void DrownPlayer(entity this)
2405 {
2406         if(IS_DEAD(this))
2407                 return;
2408
2409         if (this.waterlevel != WATERLEVEL_SUBMERGED)
2410         {
2411                 if(this.air_finished < time)
2412                         PlayerSound(this, playersound_gasp, CH_PLAYER, VOICETYPE_PLAYERSOUND);
2413                 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2414                 this.dmg = 2;
2415         }
2416         else if (this.air_finished < time)
2417         {       // drown!
2418                 if (this.pain_finished < time)
2419                 {
2420                         Damage (this, world, world, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, this.origin, '0 0 0');
2421                         this.pain_finished = time + 0.5;
2422                 }
2423         }
2424 }
2425
2426 /*
2427 =============
2428 PlayerPostThink
2429
2430 Called every frame for each client after the physics are run
2431 =============
2432 */
2433 .float idlekick_lasttimeleft;
2434 void PlayerPostThink ()
2435 {SELFPARAM();
2436         if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2437         if(IS_REAL_CLIENT(self))
2438         if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2439         {
2440                 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2441                 {
2442                         if(self.idlekick_lasttimeleft)
2443                         {
2444                                 self.idlekick_lasttimeleft = 0;
2445                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CPID_IDLING);
2446                         }
2447                 }
2448                 else
2449                 {
2450                         float timeleft;
2451                         timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2452                         if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2453                         {
2454                                 if(!self.idlekick_lasttimeleft)
2455                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2456                         }
2457                         if(timeleft <= 0)
2458                         {
2459                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2460                                 dropclient(self);
2461                                 return;
2462                         }
2463                         else if(timeleft <= 10)
2464                         {
2465                                 if(timeleft != self.idlekick_lasttimeleft)
2466                                         { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2467                                 self.idlekick_lasttimeleft = timeleft;
2468                         }
2469                 }
2470         }
2471
2472         CheatFrame();
2473
2474         //CheckPlayerJump();
2475
2476         if(IS_PLAYER(self)) {
2477                 DrownPlayer(self);
2478                 CheckRules_Player();
2479                 UpdateChatBubble();
2480                 if (self.impulse)
2481                         ImpulseCommands(self);
2482                 if (intermission_running)
2483                         return;         // intermission or finale
2484                 GetPressedKeys();
2485         }
2486
2487         /*
2488         float i;
2489         for(i = 0; i < 1000; ++i)
2490         {
2491                 vector end;
2492                 end = self.origin + '0 0 1024' + 512 * randomvec();
2493                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2494                 if(trace_fraction < 1)
2495                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2496                 {
2497                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2498                         break;
2499                 }
2500         }
2501         */
2502
2503         if(self.waypointsprite_attachedforcarrier)
2504                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id));
2505
2506         playerdemo_write();
2507
2508         CSQCMODEL_AUTOUPDATE(self);
2509 }