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