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Return true on MakePlayerObserver to not reset team, fixes another gamemode specific...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_client.qc
1 #include "cl_client.qh"
2
3 #include "anticheat.qh"
4 #include "cl_impulse.qh"
5 #include "cl_player.qh"
6 #include "ent_cs.qh"
7 #include "ipban.qh"
8 #include "miscfunctions.qh"
9 #include "portals.qh"
10 #include "teamplay.qh"
11 #include "playerdemo.qh"
12 #include "spawnpoints.qh"
13 #include "g_damage.qh"
14 #include "g_hook.qh"
15 #include "command/common.qh"
16 #include "cheats.qh"
17 #include "g_world.qh"
18 #include "race.qh"
19 #include "antilag.qh"
20 #include "campaign.qh"
21 #include "command/common.qh"
22
23 #include "bot/bot.qh"
24 #include "bot/navigation.qh"
25
26 #include "../common/vehicles/all.qh"
27 #include "../common/triggers/teleporters.qh"
28
29 #include "weapons/hitplot.qh"
30 #include "weapons/weaponsystem.qh"
31
32 #include "../common/net_notice.qh"
33 #include "../common/physics.qh"
34
35 #include "../common/items/all.qc"
36
37 #include "../common/mutators/mutator/waypoints/all.qh"
38
39 #include "../common/triggers/subs.qh"
40 #include "../common/triggers/triggers.qh"
41 #include "../common/triggers/trigger/secret.qh"
42
43 #include "../common/minigames/sv_minigames.qh"
44
45 #include "../common/items/inventory.qh"
46
47 #include "../common/monsters/sv_monsters.qh"
48
49 #include "../lib/warpzone/server.qh"
50
51
52 void send_CSQC_teamnagger() {
53         WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
54         WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
55 }
56
57 bool ClientData_Send(entity this, entity to, int sf)
58 {
59         if(to != self.owner)
60         {
61                 error("wtf");
62                 return false;
63         }
64
65         entity e;
66
67         e = to;
68         if(IS_SPEC(to))
69                 e = to.enemy;
70
71         sf = 0;
72
73         if(e.race_completed)
74                 sf |= 1; // forced scoreboard
75         if(to.spectatee_status)
76                 sf |= 2; // spectator ent number follows
77         if(e.zoomstate)
78                 sf |= 4; // zoomed
79         if(e.porto_v_angle_held)
80                 sf |= 8; // angles held
81
82         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
83         WriteByte(MSG_ENTITY, sf);
84
85         if(sf & 2)
86                 WriteByte(MSG_ENTITY, to.spectatee_status);
87
88         if(sf & 8)
89         {
90                 WriteAngle(MSG_ENTITY, e.v_angle.x);
91                 WriteAngle(MSG_ENTITY, e.v_angle.y);
92         }
93
94         return true;
95 }
96
97 void ClientData_Attach()
98 {SELFPARAM();
99         Net_LinkEntity(self.clientdata = spawn(), false, 0, ClientData_Send);
100         self.clientdata.drawonlytoclient = self;
101         self.clientdata.owner = self;
102 }
103
104 void ClientData_Detach()
105 {SELFPARAM();
106         remove(self.clientdata);
107         self.clientdata = world;
108 }
109
110 void ClientData_Touch(entity e)
111 {
112         e.clientdata.SendFlags = 1;
113
114         // make it spectatable
115         entity e2;
116         FOR_EACH_REALCLIENT(e2)
117         {
118                 if(e2 != e)
119                         if(IS_SPEC(e2))
120                                 if(e2.enemy == e)
121                                         e2.clientdata.SendFlags = 1;
122         }
123 }
124
125 .string netname_previous;
126
127 void SetSpectator(entity player, entity spectatee);
128
129
130 /*
131 =============
132 CheckPlayerModel
133
134 Checks if the argument string can be a valid playermodel.
135 Returns a valid one in doubt.
136 =============
137 */
138 string FallbackPlayerModel;
139 string CheckPlayerModel(string plyermodel) {
140         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
141         {
142                 // note: we cannot summon Don Strunzone here, some player may
143                 // still have the model string set. In case anyone manages how
144                 // to change a cvar default, we'll have a small leak here.
145                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
146         }
147         // only in right path
148         if( substring(plyermodel,0,14) != "models/player/")
149                 return FallbackPlayerModel;
150         // only good file extensions
151         if(substring(plyermodel,-4,4) != ".zym")
152         if(substring(plyermodel,-4,4) != ".dpm")
153         if(substring(plyermodel,-4,4) != ".iqm")
154         if(substring(plyermodel,-4,4) != ".md3")
155         if(substring(plyermodel,-4,4) != ".psk")
156                 return FallbackPlayerModel;
157         // forbid the LOD models
158         if(substring(plyermodel, -9,5) == "_lod1")
159                 return FallbackPlayerModel;
160         if(substring(plyermodel, -9,5) == "_lod2")
161                 return FallbackPlayerModel;
162         if(plyermodel != strtolower(plyermodel))
163                 return FallbackPlayerModel;
164         // also, restrict to server models
165         if(autocvar_sv_servermodelsonly)
166         {
167                 if(!fexists(plyermodel))
168                         return FallbackPlayerModel;
169         }
170         return plyermodel;
171 }
172
173 void setplayermodel(entity e, string modelname)
174 {
175         precache_model(modelname);
176         _setmodel(e, modelname);
177         player_setupanimsformodel();
178         UpdatePlayerSounds();
179 }
180
181 /*
182 =============
183 PutObserverInServer
184
185 putting a client as observer in the server
186 =============
187 */
188 void FixPlayermodel();
189 void PutObserverInServer (void)
190 {SELFPARAM();
191         entity  spot;
192     self.hud = HUD_NORMAL;
193
194         if(IS_PLAYER(self)) { Send_Effect(EFFECT_SPAWN_NEUTRAL, self.origin, '0 0 0', 1); }
195
196         spot = SelectSpawnPoint (true);
197         if(!spot)
198                 error("No spawnpoints for observers?!?\n");
199         RemoveGrapplingHook(self); // Wazat's Grappling Hook
200
201         if(IS_REAL_CLIENT(self))
202         {
203                 msg_entity = self;
204                 WriteByte(MSG_ONE, SVC_SETVIEW);
205                 WriteEntity(MSG_ONE, self);
206         }
207
208         self.frags = FRAGS_SPECTATOR;
209         self.bot_attack = false;
210
211         bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver);
212
213         Portal_ClearAll(self);
214
215         Unfreeze(self);
216
217         if(self.alivetime)
218         {
219                 if(!warmup_stage)
220                         PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
221                 self.alivetime = 0;
222         }
223
224         if(self.vehicle)
225                 vehicles_exit(VHEF_RELEASE);
226
227         WaypointSprite_PlayerDead();
228
229         if(!mutator_returnvalue)  // mutator prevents resetting teams
230                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog
231
232         if(self.killcount != -666)
233         {
234                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
235                 if(!intermission_running)
236                 if(autocvar_g_chat_nospectators == 1 || (!(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
237                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_CHAT_NOSPECTATORS);
238
239                 if(self.just_joined == false) {
240                         LogTeamchange(self.playerid, -1, 4);
241                 } else
242                         self.just_joined = false;
243         }
244
245         PlayerScore_Clear(self); // clear scores when needed
246
247         accuracy_resend(self);
248
249         self.spectatortime = time;
250
251         self.classname = "observer";
252         self.iscreature = false;
253         self.teleportable = TELEPORT_SIMPLE;
254         self.damagedbycontents = false;
255         self.health = -666;
256         self.takedamage = DAMAGE_NO;
257         self.solid = SOLID_NOT;
258         self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
259         self.flags = FL_CLIENT | FL_NOTARGET;
260         self.armorvalue = 666;
261         self.effects = 0;
262         self.armorvalue = autocvar_g_balance_armor_start;
263         self.pauserotarmor_finished = 0;
264         self.pauserothealth_finished = 0;
265         self.pauseregen_finished = 0;
266         self.damageforcescale = 0;
267         self.death_time = 0;
268         self.respawn_flags = 0;
269         self.respawn_time = 0;
270         self.stat_respawn_time = 0;
271         self.alpha = 0;
272         self.scale = 0;
273         self.fade_time = 0;
274         self.pain_frame = 0;
275         self.pain_finished = 0;
276         self.strength_finished = 0;
277         self.invincible_finished = 0;
278         self.superweapons_finished = 0;
279         self.pushltime = 0;
280         self.istypefrag = 0;
281         self.think = func_null;
282         self.nextthink = 0;
283         self.hook_time = 0;
284         self.deadflag = DEAD_NO;
285         self.angles = spot.angles;
286         self.angles_z = 0;
287         self.fixangle = true;
288         self.crouch = false;
289         self.revival_time = 0;
290
291         setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
292         self.prevorigin = self.origin;
293         self.items = 0;
294         self.weapons = '0 0 0';
295         self.model = "";
296         FixPlayermodel();
297         setmodel(self, MDL_Null);
298         self.drawonlytoclient = self;
299
300         setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
301         self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
302
303         self.weapon = 0;
304         self.weaponname = "";
305         self.switchingweapon = 0;
306         self.weaponmodel = "";
307         self.weaponentity = world;
308         self.exteriorweaponentity = world;
309         self.killcount = -666;
310         self.velocity = '0 0 0';
311         self.avelocity = '0 0 0';
312         self.punchangle = '0 0 0';
313         self.punchvector = '0 0 0';
314         self.oldvelocity = self.velocity;
315         self.fire_endtime = -1;
316         self.event_damage = func_null;
317 }
318
319 .float model_randomizer;
320 void FixPlayermodel()
321 {SELFPARAM();
322         string defaultmodel;
323         float defaultskin, chmdl, oldskin, n, i;
324         vector m1, m2;
325
326         defaultmodel = "";
327         defaultskin = 0;
328         chmdl = false;
329
330         if(autocvar_sv_defaultcharacter)
331         {
332                 if(teamplay)
333                 {
334                         string s = Static_Team_ColorName_Lower(self.team);
335                         if (s != "neutral")
336                         {
337                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
338                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
339                         }
340                 }
341
342                 if(defaultmodel == "")
343                 {
344                         defaultmodel = autocvar_sv_defaultplayermodel;
345                         defaultskin = autocvar_sv_defaultplayerskin;
346                 }
347
348                 n = tokenize_console(defaultmodel);
349                 if(n > 0)
350                 {
351                         defaultmodel = argv(floor(n * self.model_randomizer));
352                         // However, do NOT randomize if the player-selected model is in the list.
353                         for (i = 0; i < n; ++i)
354                                 if ((argv(i) == self.playermodel && defaultskin == stof(self.playerskin)) || argv(i) == strcat(self.playermodel, ":", self.playerskin))
355                                         defaultmodel = argv(i);
356                 }
357
358                 i = strstrofs(defaultmodel, ":", 0);
359                 if(i >= 0)
360                 {
361                         defaultskin = stof(substring(defaultmodel, i+1, -1));
362                         defaultmodel = substring(defaultmodel, 0, i);
363                 }
364         }
365
366         MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin);
367         defaultmodel = ret_string;
368         defaultskin = ret_int;
369
370         if(defaultmodel != "")
371         {
372                 if (defaultmodel != self.model)
373                 {
374                         m1 = self.mins;
375                         m2 = self.maxs;
376                         setplayermodel (self, defaultmodel);
377                         setsize (self, m1, m2);
378                         chmdl = true;
379                 }
380
381                 oldskin = self.skin;
382                 self.skin = defaultskin;
383         } else {
384                 if (self.playermodel != self.model || self.playermodel == "")
385                 {
386                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
387                         m1 = self.mins;
388                         m2 = self.maxs;
389                         setplayermodel (self, self.playermodel);
390                         setsize (self, m1, m2);
391                         chmdl = true;
392                 }
393
394                 oldskin = self.skin;
395                 self.skin = stof(self.playerskin);
396         }
397
398         if(chmdl || oldskin != self.skin) // model or skin has changed
399         {
400                 self.species = player_getspecies(); // update species
401                 UpdatePlayerSounds(); // update skin sounds
402         }
403
404         if(!teamplay)
405                 if(strlen(autocvar_sv_defaultplayercolors))
406                         if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
407                                 setcolor(self, stof(autocvar_sv_defaultplayercolors));
408 }
409
410
411 /** Called when a client spawns in the server */
412 void PutClientInServer()
413 {
414         SELFPARAM();
415         if(IS_BOT_CLIENT(self))
416                 self.classname = "player";
417         else if(IS_REAL_CLIENT(self))
418         {
419                 msg_entity = self;
420                 WriteByte(MSG_ONE, SVC_SETVIEW);
421                 WriteEntity(MSG_ONE, self);
422         }
423
424         SetSpectator(self, world);
425
426         // reset player keys
427         self.itemkeys = 0;
428
429         MUTATOR_CALLHOOK(PutClientInServer, self);
430
431         if(gameover)
432                 self.classname = "observer";
433
434         if(IS_PLAYER(self))
435         {
436                 entity spot;
437
438                 accuracy_resend(self);
439
440                 if(self.team < 0)
441                         JoinBestTeam(self, false, true);
442
443                 spot = SelectSpawnPoint (false);
444                 if(!spot)
445                 {
446                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
447                         return; // spawn failed
448                 }
449
450                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
451
452                 self.classname = "player";
453                 self.wasplayer = true;
454                 self.iscreature = true;
455                 self.teleportable = TELEPORT_NORMAL;
456                 self.damagedbycontents = true;
457                 self.movetype = MOVETYPE_WALK;
458                 self.solid = SOLID_SLIDEBOX;
459                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
460                 if(autocvar_g_playerclip_collisions)
461                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
462                 if(IS_BOT_CLIENT(self) && autocvar_g_botclip_collisions)
463                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
464                 self.frags = FRAGS_PLAYER;
465                 if(INDEPENDENT_PLAYERS)
466                         MAKE_INDEPENDENT_PLAYER(self);
467                 self.flags = FL_CLIENT | FL_PICKUPITEMS;
468                 if(autocvar__notarget)
469                         self.flags |= FL_NOTARGET;
470                 self.takedamage = DAMAGE_AIM;
471                 self.effects = 0;
472                 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
473                 self.air_finished = time + 12;
474                 self.dmg = 2;
475                 if(WEP_CVAR(vortex, charge))
476                 {
477                         if(WEP_CVAR_SEC(vortex, chargepool))
478                                 self.vortex_chargepool_ammo = 1;
479                         self.vortex_charge = WEP_CVAR(vortex, charge_start);
480                 }
481
482                 if(warmup_stage)
483                 {
484                         self.ammo_shells = warmup_start_ammo_shells;
485                         self.ammo_nails = warmup_start_ammo_nails;
486                         self.ammo_rockets = warmup_start_ammo_rockets;
487                         self.ammo_cells = warmup_start_ammo_cells;
488                         self.ammo_plasma = warmup_start_ammo_plasma;
489                         self.ammo_fuel = warmup_start_ammo_fuel;
490                         self.health = warmup_start_health;
491                         self.armorvalue = warmup_start_armorvalue;
492                         self.weapons = WARMUP_START_WEAPONS;
493                 }
494                 else
495                 {
496                         self.ammo_shells = start_ammo_shells;
497                         self.ammo_nails = start_ammo_nails;
498                         self.ammo_rockets = start_ammo_rockets;
499                         self.ammo_cells = start_ammo_cells;
500                         self.ammo_plasma = start_ammo_plasma;
501                         self.ammo_fuel = start_ammo_fuel;
502                         self.health = start_health;
503                         self.armorvalue = start_armorvalue;
504                         self.weapons = start_weapons;
505                 }
506
507                 if(self.weapons & WEPSET_SUPERWEAPONS)
508                         self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
509                 else
510                         self.superweapons_finished = 0;
511
512                 if(g_weaponarena_random) // WEAPONTODO: more stuff that should be in a mutator. also: rename those cvars
513                 {
514                         if(g_weaponarena_random_with_blaster)
515                                 self.weapons &= ~WEPSET(BLASTER);
516                         W_RandomWeapons(self, g_weaponarena_random);
517                         if(g_weaponarena_random_with_blaster)
518                                 self.weapons |= WEPSET(BLASTER);
519                 }
520
521                 self.items = start_items;
522
523                 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
524                 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
525                 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
526                 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
527                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
528                 //extend the pause of rotting if client was reset at the beginning of the countdown
529                 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
530                         self.spawnshieldtime += game_starttime - time;
531                         self.pauserotarmor_finished += game_starttime - time;
532                         self.pauserothealth_finished += game_starttime - time;
533                         self.pauseregen_finished += game_starttime - time;
534                 }
535                 self.damageforcescale = 2;
536                 self.death_time = 0;
537                 self.respawn_flags = 0;
538                 self.respawn_time = 0;
539                 self.stat_respawn_time = 0;
540                 self.scale = autocvar_sv_player_scale;
541                 self.fade_time = 0;
542                 self.pain_frame = 0;
543                 self.pain_finished = 0;
544                 self.strength_finished = 0;
545                 self.invincible_finished = 0;
546                 self.pushltime = 0;
547                 // players have no think function
548                 self.think = func_null;
549                 self.nextthink = 0;
550                 self.hook_time = 0;
551                 self.dmg_team = 0;
552                 self.ballistics_density = autocvar_g_ballistics_density_player;
553
554                 self.metertime = 0;
555
556                 self.deadflag = DEAD_NO;
557
558                 self.angles = spot.angles;
559
560                 self.angles_z = 0; // never spawn tilted even if the spot says to
561                 if(IS_BOT_CLIENT(self))
562                         self.v_angle = self.angles;
563                 self.fixangle = true; // turn this way immediately
564                 self.velocity = '0 0 0';
565                 self.avelocity = '0 0 0';
566                 self.punchangle = '0 0 0';
567                 self.punchvector = '0 0 0';
568                 self.oldvelocity = self.velocity;
569                 self.fire_endtime = -1;
570                 self.revival_time = 0;
571
572                 entity spawnevent = spawn();
573                 spawnevent.owner = self;
574                 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
575
576                 // Cut off any still running player sounds.
577                 stopsound(self, CH_PLAYER_SINGLE);
578
579                 self.model = "";
580                 FixPlayermodel();
581                 self.drawonlytoclient = world;
582
583                 self.crouch = false;
584                 self.view_ofs = PL_VIEW_OFS;
585                 setsize (self, PL_MIN, PL_MAX);
586                 self.spawnorigin = spot.origin;
587                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins.z - 24));
588                 // don't reset back to last position, even if new position is stuck in solid
589                 self.oldorigin = self.origin;
590                 self.prevorigin = self.origin;
591                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
592                 self.lastteleporttime = time; // prevent insane speeds due to changing origin
593         self.hud = HUD_NORMAL;
594
595                 self.event_damage = PlayerDamage;
596
597                 self.bot_attack = true;
598                 self.monster_attack = true;
599
600                 self.spider_slowness = 0;
601
602                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
603
604                 if(self.killcount == -666) {
605                         PlayerScore_Clear(self);
606                         self.killcount = 0;
607                 }
608
609                 CL_SpawnWeaponentity(self);
610                 self.alpha = default_player_alpha;
611                 self.colormod = '1 1 1' * autocvar_g_player_brightness;
612                 self.exteriorweaponentity.alpha = default_weapon_alpha;
613
614                 self.speedrunning = false;
615
616                 //stuffcmd(self, "chase_active 0");
617                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
618
619                 target_voicescript_clear(self);
620
621                 // reset fields the weapons may use
622                 for (int j = WEP_FIRST; j <= WEP_LAST; ++j)
623                 {
624                         Weapon w = get_weaponinfo(j);
625                         w.wr_resetplayer(w);
626
627                         // all weapons must be fully loaded when we spawn
628                         entity e = get_weaponinfo(j);
629                         if (e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
630                                 self.(weapon_load[j]) = e.reloading_ammo;
631                 }
632
633                 string s = spot.target;
634                 spot.target = string_null;
635                 activator = self;
636                 WITH(entity, self, spot, SUB_UseTargets());
637                 activator = world;
638                 spot.target = s;
639
640                 Unfreeze(self);
641
642                 MUTATOR_CALLHOOK(PlayerSpawn, spot);
643
644                 if(autocvar_spawn_debug)
645                 {
646                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
647                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
648                 }
649
650                 self.switchweapon = w_getbestweapon(self);
651                 self.cnt = -1; // W_LastWeapon will not complain
652                 self.weapon = 0;
653                 self.weaponname = "";
654                 self.switchingweapon = 0;
655
656                 if(!warmup_stage)
657                         if(!self.alivetime)
658                                 self.alivetime = time;
659
660                 antilag_clear(self);
661         }
662         else if(IS_OBSERVER(self))
663         {
664                 PutObserverInServer ();
665         }
666 }
667
668 .float ebouncefactor, ebouncestop; // electro's values
669 // TODO do we need all these fields, or should we stop autodetecting runtime
670 // changes and just have a console command to update this?
671 bool ClientInit_SendEntity(entity this, entity to, int sf)
672 {
673         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
674         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
675         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
676         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
677         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
678         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
679         WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[0]));
680         WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[1]));
681         WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[2]));
682         WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[3]));
683
684         if(sv_foginterval && world.fog != "")
685                 WriteString(MSG_ENTITY, world.fog);
686         else
687                 WriteString(MSG_ENTITY, "");
688         WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
689         WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_mortar_bouncefactor // WEAPONTODO
690         WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_mortar_bouncestop
691         WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_mortar_bouncefactor
692         WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_mortar_bouncestop
693         WriteByte(MSG_ENTITY, WEP_CVAR(vortex, secondary)); // client has to know if it should zoom or not // WEAPONTODO
694         WriteByte(MSG_ENTITY, WEP_CVAR(rifle, secondary)); // client has to know if it should zoom or not // WEAPONTODO
695         WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
696         WriteByte(MSG_ENTITY, WEP_CVAR(minelayer, limit)); // minelayer max mines // WEAPONTODO
697         WriteByte(MSG_ENTITY, WEP_CVAR_SEC(hagar, load_max)); // hagar max loadable rockets // WEAPONTODO
698         WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
699         WriteByte(MSG_ENTITY, WEP_CVAR(porto, secondary)); // WEAPONTODO
700         return true;
701 }
702
703 void ClientInit_CheckUpdate()
704 {SELFPARAM();
705         self.nextthink = time;
706         if(self.count != autocvar_g_balance_armor_blockpercent)
707         {
708                 self.count = autocvar_g_balance_armor_blockpercent;
709                 self.SendFlags |= 1;
710         }
711         if(self.bouncefactor != autocvar_g_balance_mortar_bouncefactor) // WEAPONTODO
712         {
713                 self.bouncefactor = autocvar_g_balance_mortar_bouncefactor;
714                 self.SendFlags |= 1;
715         }
716         if(self.bouncestop != autocvar_g_balance_mortar_bouncestop)
717         {
718                 self.bouncestop = autocvar_g_balance_mortar_bouncestop;
719                 self.SendFlags |= 1;
720         }
721         if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
722         {
723                 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
724                 self.SendFlags |= 1;
725         }
726         if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
727         {
728                 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
729                 self.SendFlags |= 1;
730         }
731 }
732
733 void ClientInit_Spawn()
734 {SELFPARAM();
735         entity e = spawn();
736         e.classname = "clientinit";
737         e.think = ClientInit_CheckUpdate;
738         Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
739
740         WITH(entity, self, e, ClientInit_CheckUpdate());
741 }
742
743 /*
744 =============
745 SetNewParms
746 =============
747 */
748 void SetNewParms (void)
749 {
750         // initialize parms for a new player
751         parm1 = -(86400 * 366);
752 }
753
754 /*
755 =============
756 SetChangeParms
757 =============
758 */
759 void SetChangeParms (void)
760 {SELFPARAM();
761         // save parms for level change
762         parm1 = self.parm_idlesince - time;
763 }
764
765 /*
766 =============
767 DecodeLevelParms
768 =============
769 */
770 void DecodeLevelParms (void)
771 {SELFPARAM();
772         // load parms
773         self.parm_idlesince = parm1;
774         if(self.parm_idlesince == -(86400 * 366))
775                 self.parm_idlesince = time;
776
777         // whatever happens, allow 60 seconds of idling directly after connect for map loading
778         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
779 }
780
781 /*
782 =============
783 ClientKill
784
785 Called when a client types 'kill' in the console
786 =============
787 */
788
789 .float clientkill_nexttime;
790 void ClientKill_Now_TeamChange()
791 {SELFPARAM();
792         if(self.killindicator_teamchange == -1)
793         {
794                 JoinBestTeam( self, false, true );
795         }
796         else if(self.killindicator_teamchange == -2)
797         {
798                 if(blockSpectators)
799                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
800                 PutObserverInServer();
801         }
802         else
803                 SV_ChangeTeam(self.killindicator_teamchange - 1);
804         self.killindicator_teamchange = 0;
805 }
806
807 void ClientKill_Now()
808 {SELFPARAM();
809         if(self.vehicle)
810         {
811             vehicles_exit(VHEF_RELEASE);
812             if(!self.killindicator_teamchange)
813             {
814             self.vehicle_health = -1;
815             Damage(self, self, self, 1 , DEATH_KILL.m_id, self.origin, '0 0 0');
816             }
817         }
818
819         if(self.killindicator && !wasfreed(self.killindicator))
820                 remove(self.killindicator);
821
822         self.killindicator = world;
823
824         if(self.killindicator_teamchange)
825                 ClientKill_Now_TeamChange();
826
827         if(IS_PLAYER(self))
828                 Damage(self, self, self, 100000, DEATH_KILL.m_id, self.origin, '0 0 0');
829
830         // now I am sure the player IS dead
831 }
832 void KillIndicator_Think()
833 {SELFPARAM();
834         if (gameover)
835         {
836                 self.owner.killindicator = world;
837                 remove(self);
838                 return;
839         }
840
841         if (self.owner.alpha < 0 && !self.owner.vehicle)
842         {
843                 self.owner.killindicator = world;
844                 remove(self);
845                 return;
846         }
847
848         if(self.cnt <= 0)
849         {
850                 WITH(entity, self, self.owner, ClientKill_Now());
851                 return;
852         }
853     else if(g_cts && self.health == 1) // health == 1 means that it's silent
854     {
855         self.nextthink = time + 1;
856         self.cnt -= 1;
857     }
858         else
859         {
860                 if(self.cnt <= 10)
861                         setmodel(self, MDL_NUM(self.cnt));
862                 if(IS_REAL_CLIENT(self.owner))
863                 {
864                         if(self.cnt <= 10)
865                                 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
866                 }
867                 self.nextthink = time + 1;
868                 self.cnt -= 1;
869         }
870 }
871
872 float clientkilltime;
873 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
874 {SELFPARAM();
875         float killtime;
876         float starttime;
877         entity e;
878
879         if (gameover)
880                 return;
881
882         killtime = autocvar_g_balance_kill_delay;
883
884         if(g_race_qualifying || g_cts)
885                 killtime = 0;
886
887     if(MUTATOR_CALLHOOK(ClientKill, self, killtime))
888         return;
889
890         self.killindicator_teamchange = targetteam;
891
892     if(!self.killindicator)
893         {
894                 if(self.deadflag == DEAD_NO)
895                 {
896                         killtime = max(killtime, self.clientkill_nexttime - time);
897                         self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
898                 }
899
900                 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
901                 {
902                         ClientKill_Now();
903                 }
904                 else
905                 {
906                         starttime = max(time, clientkilltime);
907
908                         self.killindicator = spawn();
909                         self.killindicator.owner = self;
910                         self.killindicator.scale = 0.5;
911                         setattachment(self.killindicator, self, "");
912                         setorigin(self.killindicator, '0 0 52');
913                         self.killindicator.think = KillIndicator_Think;
914                         self.killindicator.nextthink = starttime + (self.lip) * 0.05;
915                         clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
916                         self.killindicator.cnt = ceil(killtime);
917                         self.killindicator.count = bound(0, ceil(killtime), 10);
918                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
919
920                         for(e = world; (e = find(e, classname, "body")) != world; )
921                         {
922                                 if(e.enemy != self)
923                                         continue;
924                                 e.killindicator = spawn();
925                                 e.killindicator.owner = e;
926                                 e.killindicator.scale = 0.5;
927                                 setattachment(e.killindicator, e, "");
928                                 setorigin(e.killindicator, '0 0 52');
929                                 e.killindicator.think = KillIndicator_Think;
930                                 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
931                                 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
932                                 e.killindicator.cnt = ceil(killtime);
933                         }
934                         self.lip = 0;
935                 }
936         }
937         if(self.killindicator)
938         {
939                 if(targetteam == 0) // just die
940                 {
941                         self.killindicator.colormod = '0 0 0';
942                         if(IS_REAL_CLIENT(self))
943                         if(self.killindicator.cnt > 0)
944                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
945                 }
946                 else if(targetteam == -1) // auto
947                 {
948                         self.killindicator.colormod = '0 1 0';
949                         if(IS_REAL_CLIENT(self))
950                         if(self.killindicator.cnt > 0)
951                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
952                 }
953                 else if(targetteam == -2) // spectate
954                 {
955                         self.killindicator.colormod = '0.5 0.5 0.5';
956                         if(IS_REAL_CLIENT(self))
957                         if(self.killindicator.cnt > 0)
958                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
959                 }
960                 else
961                 {
962                         self.killindicator.colormod = Team_ColorRGB(targetteam);
963                         if(IS_REAL_CLIENT(self))
964                         if(self.killindicator.cnt > 0)
965                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
966                 }
967         }
968
969 }
970
971 void ClientKill (void)
972 {SELFPARAM();
973         if(gameover) return;
974         if(self.player_blocked) return;
975         if(self.frozen) return;
976
977         ClientKill_TeamChange(0);
978 }
979
980 void FixClientCvars(entity e)
981 {
982         // send prediction settings to the client
983         stuffcmd(e, "\nin_bindmap 0 0\n");
984         if(autocvar_g_antilag == 3) // client side hitscan
985                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
986         if(autocvar_sv_gentle)
987                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
988 }
989
990 float PlayerInIDList(entity p, string idlist)
991 {
992         float n, i;
993         string s;
994
995         // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
996         if (!p.crypto_idfp)
997                 return 0;
998
999         // this function allows abbreviated player IDs too!
1000         n = tokenize_console(idlist);
1001         for(i = 0; i < n; ++i)
1002         {
1003                 s = argv(i);
1004                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1005                         return 1;
1006         }
1007
1008         return 0;
1009 }
1010
1011 #ifdef DP_EXT_PRECONNECT
1012 /*
1013 =============
1014 ClientPreConnect
1015
1016 Called once (not at each match start) when a client begins a connection to the server
1017 =============
1018 */
1019 void ClientPreConnect (void)
1020 {SELFPARAM();
1021         if(autocvar_sv_eventlog)
1022         {
1023                 GameLogEcho(sprintf(":connect:%d:%d:%s",
1024                         self.playerid,
1025                         num_for_edict(self),
1026                         ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot")
1027                 ));
1028         }
1029 }
1030 #endif
1031
1032 /*
1033 =============
1034 ClientConnect
1035
1036 Called when a client connects to the server
1037 =============
1038 */
1039 void DecodeLevelParms (void);
1040 void ClientConnect (void)
1041 {SELFPARAM();
1042         float t;
1043
1044         if(IS_CLIENT(self))
1045         {
1046                 LOG_INFO("Warning: ClientConnect, but already connected!\n");
1047                 return;
1048         }
1049
1050         if(Ban_MaybeEnforceBanOnce(self))
1051                 return;
1052
1053         DecodeLevelParms();
1054
1055 #ifdef WATERMARK
1056         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1057 #endif
1058
1059         self.classname = "player_joining";
1060
1061         self.flags = FL_CLIENT;
1062         self.version_nagtime = time + 10 + random() * 10;
1063
1064         if(player_count<0)
1065         {
1066                 LOG_TRACE("BUG player count is lower than zero, this cannot happen!\n");
1067                 player_count = 0;
1068         }
1069
1070         if(IS_REAL_CLIENT(self)) { PlayerStats_PlayerBasic_CheckUpdate(self); }
1071
1072         PlayerScore_Attach(self);
1073         ClientData_Attach();
1074         accuracy_init(self);
1075         Inventory_new(self);
1076
1077         bot_clientconnect();
1078
1079         playerdemo_init();
1080
1081         anticheat_init();
1082
1083         // identify the right forced team
1084         if(autocvar_g_campaign)
1085         {
1086                 if(IS_REAL_CLIENT(self)) // only players, not bots
1087                 {
1088                         switch(autocvar_g_campaign_forceteam)
1089                         {
1090                                 case 1: self.team_forced = NUM_TEAM_1; break;
1091                                 case 2: self.team_forced = NUM_TEAM_2; break;
1092                                 case 3: self.team_forced = NUM_TEAM_3; break;
1093                                 case 4: self.team_forced = NUM_TEAM_4; break;
1094                                 default: self.team_forced = 0;
1095                         }
1096                 }
1097         }
1098         else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1099                 self.team_forced = NUM_TEAM_1;
1100         else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1101                 self.team_forced = NUM_TEAM_2;
1102         else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1103                 self.team_forced = NUM_TEAM_3;
1104         else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1105                 self.team_forced = NUM_TEAM_4;
1106         else if(autocvar_g_forced_team_otherwise == "red")
1107                 self.team_forced = NUM_TEAM_1;
1108         else if(autocvar_g_forced_team_otherwise == "blue")
1109                 self.team_forced = NUM_TEAM_2;
1110         else if(autocvar_g_forced_team_otherwise == "yellow")
1111                 self.team_forced = NUM_TEAM_3;
1112         else if(autocvar_g_forced_team_otherwise == "pink")
1113                 self.team_forced = NUM_TEAM_4;
1114         else if(autocvar_g_forced_team_otherwise == "spectate")
1115                 self.team_forced = -1;
1116         else if(autocvar_g_forced_team_otherwise == "spectator")
1117                 self.team_forced = -1;
1118         else
1119                 self.team_forced = 0;
1120
1121         if(!teamplay)
1122                 if(self.team_forced > 0)
1123                         self.team_forced = 0;
1124
1125         JoinBestTeam(self, false, false); // if the team number is valid, keep it
1126
1127         if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
1128                 self.classname = "observer";
1129         } else {
1130                 if(teamplay)
1131                 {
1132                         if(autocvar_g_balance_teams)
1133                         {
1134                                 self.classname = "player";
1135                                 campaign_bots_may_start = 1;
1136                         }
1137                         else
1138                         {
1139                                 self.classname = "observer"; // do it anyway
1140                         }
1141                 }
1142                 else
1143                 {
1144                         self.classname = "player";
1145                         campaign_bots_may_start = 1;
1146                 }
1147         }
1148
1149         self.playerid = (playerid_last = playerid_last + 1);
1150
1151         PlayerStats_GameReport_AddEvent(sprintf("kills-%d", self.playerid));
1152
1153     if(IS_BOT_CLIENT(self))
1154         PlayerStats_GameReport_AddPlayer(self);
1155
1156         if(autocvar_sv_eventlog)
1157                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
1158
1159         LogTeamchange(self.playerid, self.team, 1);
1160
1161         self.just_joined = true;  // stop spamming the eventlog with additional lines when the client connects
1162
1163         self.netname_previous = strzone(self.netname);
1164
1165         if(IS_PLAYER(self) && teamplay)
1166                 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1167         else
1168                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1169
1170         stuffcmd(self, strcat(clientstuff, "\n"));
1171         stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1172
1173         FixClientCvars(self);
1174
1175         // spawnfunc_waypoint sprites
1176         WaypointSprite_InitClient(self);
1177
1178         // Wazat's grappling hook
1179         SetGrappleHookBindings();
1180
1181         // Jetpack binds
1182         stuffcmd(self, "alias +jetpack +button10\n");
1183         stuffcmd(self, "alias -jetpack -button10\n");
1184
1185         // get version info from player
1186         stuffcmd(self, "cmd clientversion $gameversion\n");
1187
1188         // get other cvars from player
1189         GetCvars(0);
1190
1191         // notify about available teams
1192         if(teamplay)
1193         {
1194                 CheckAllowedTeams(self);
1195                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1196                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1197         }
1198         else
1199                 stuffcmd(self, "set _teams_available 0\n");
1200
1201         attach_entcs(self);
1202
1203         bot_relinkplayerlist();
1204
1205         self.spectatortime = time;
1206         if(blockSpectators)
1207         {
1208                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1209         }
1210
1211         self.jointime = time;
1212         self.allowed_timeouts = autocvar_sv_timeout_number;
1213
1214         if(IS_REAL_CLIENT(self))
1215         {
1216                 if(!autocvar_g_campaign)
1217                 {
1218                         self.motd_actived_time = -1;
1219                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1220                 }
1221
1222                 if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET(TUBA)))
1223                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1224         }
1225
1226         if(!sv_foginterval && world.fog != "")
1227                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1228
1229         W_HitPlotOpen(self);
1230
1231         if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca && !g_cts && !g_race) // teamnagger is currently bad for ca, race & cts
1232                 send_CSQC_teamnagger();
1233
1234         CheatInitClient();
1235
1236         CSQCMODEL_AUTOINIT(self);
1237
1238         self.model_randomizer = random();
1239
1240         if(IS_REAL_CLIENT(self))
1241                 sv_notice_join();
1242
1243         for (entity e = world; (e = findfloat(e, init_for_player_needed, 1)); ) {
1244                 WITH(entity, self, e, e.init_for_player(this));
1245         }
1246
1247         MUTATOR_CALLHOOK(ClientConnect, self);
1248 }
1249 /*
1250 =============
1251 ClientDisconnect
1252
1253 Called when a client disconnects from the server
1254 =============
1255 */
1256 .entity chatbubbleentity;
1257 void ReadyCount();
1258 void ClientDisconnect (void)
1259 {SELFPARAM();
1260         if(self.vehicle)
1261             vehicles_exit(VHEF_RELEASE);
1262
1263         if (!IS_CLIENT(self))
1264         {
1265                 LOG_INFO("Warning: ClientDisconnect without ClientConnect\n");
1266                 return;
1267         }
1268
1269         PlayerStats_GameReport_FinalizePlayer(self);
1270
1271         if ( self.active_minigame )
1272                 part_minigame(self);
1273
1274         if(IS_PLAYER(self)) { Send_Effect(EFFECT_SPAWN_NEUTRAL, self.origin, '0 0 0', 1); }
1275
1276         CheatShutdownClient();
1277
1278         W_HitPlotClose(self);
1279
1280         anticheat_report();
1281         anticheat_shutdown();
1282
1283         playerdemo_shutdown();
1284
1285         bot_clientdisconnect();
1286
1287         detach_entcs(self);
1288
1289         if(autocvar_sv_eventlog)
1290                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1291
1292         Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1293
1294         MUTATOR_CALLHOOK(ClientDisconnect);
1295
1296         Portal_ClearAll(self);
1297
1298         Unfreeze(self);
1299
1300         RemoveGrapplingHook(self);
1301
1302         // Here, everything has been done that requires this player to be a client.
1303
1304         self.flags &= ~FL_CLIENT;
1305
1306         if (self.chatbubbleentity)
1307                 remove (self.chatbubbleentity);
1308
1309         if (self.killindicator)
1310                 remove (self.killindicator);
1311
1312         WaypointSprite_PlayerGone();
1313
1314         bot_relinkplayerlist();
1315
1316         accuracy_free(self);
1317         Inventory_delete(self);
1318         ClientData_Detach();
1319         PlayerScore_Detach(self);
1320
1321         if(self.netname_previous)
1322                 strunzone(self.netname_previous);
1323         if(self.clientstatus)
1324                 strunzone(self.clientstatus);
1325         if(self.weaponorder_byimpulse)
1326                 strunzone(self.weaponorder_byimpulse);
1327
1328         ClearPlayerSounds();
1329
1330         if(self.personal)
1331                 remove(self.personal);
1332
1333         self.playerid = 0;
1334         ReadyCount();
1335
1336         // free cvars
1337         GetCvars(-1);
1338 }
1339
1340 .float BUTTON_CHAT;
1341 void ChatBubbleThink()
1342 {SELFPARAM();
1343         self.nextthink = time;
1344         if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1345         {
1346                 if(self.owner) // but why can that ever be world?
1347                         self.owner.chatbubbleentity = world;
1348                 remove(self);
1349                 return;
1350         }
1351
1352         self.mdl = "";
1353
1354         if ( !self.owner.deadflag && IS_PLAYER(self.owner) )
1355         {
1356                 if ( self.owner.active_minigame )
1357                         self.mdl = "models/sprites/minigame_busy.iqm";
1358                 else if ( self.owner.BUTTON_CHAT )
1359                         self.mdl = "models/misc/chatbubble.spr";
1360         }
1361
1362         if ( self.model != self.mdl )
1363                 _setmodel(self, self.mdl);
1364
1365 }
1366
1367 void UpdateChatBubble()
1368 {SELFPARAM();
1369         if (self.alpha < 0)
1370                 return;
1371         // spawn a chatbubble entity if needed
1372         if (!self.chatbubbleentity)
1373         {
1374                 self.chatbubbleentity = spawn();
1375                 self.chatbubbleentity.owner = self;
1376                 self.chatbubbleentity.exteriormodeltoclient = self;
1377                 self.chatbubbleentity.think = ChatBubbleThink;
1378                 self.chatbubbleentity.nextthink = time;
1379                 setmodel(self.chatbubbleentity, MDL_CHAT); // precision set below
1380                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1381                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1382                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1383                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1384                 //self.chatbubbleentity.model = "";
1385                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1386         }
1387 }
1388
1389
1390 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1391 // added to the model skins
1392 /*void UpdateColorModHack()
1393 {
1394         float c;
1395         c = self.clientcolors & 15;
1396         // LordHavoc: only bothering to support white, green, red, yellow, blue
1397              if (!teamplay) self.colormod = '0 0 0';
1398         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1399         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1400         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1401         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1402         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1403         else self.colormod = '1 1 1';
1404 }*/
1405
1406 void respawn(void)
1407 {SELFPARAM();
1408         if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1409         {
1410                 self.solid = SOLID_NOT;
1411                 self.takedamage = DAMAGE_NO;
1412                 self.movetype = MOVETYPE_FLY;
1413                 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1414                 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1415                 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1416                 Send_Effect(EFFECT_RESPAWN_GHOST, self.origin, '0 0 0', 1);
1417                 if(autocvar_g_respawn_ghosts_maxtime)
1418                         SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1419         }
1420
1421         CopyBody(1);
1422
1423         self.effects |= EF_NODRAW; // prevent another CopyBody
1424         PutClientInServer();
1425 }
1426
1427 void play_countdown(float finished, string samp)
1428 {SELFPARAM();
1429         if(IS_REAL_CLIENT(self))
1430                 if(floor(finished - time - frametime) != floor(finished - time))
1431                         if(finished - time < 6)
1432                                 _sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1433 }
1434
1435 void player_powerups (void)
1436 {SELFPARAM();
1437         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1438         int items_prev = self.items;
1439
1440         if((self.items & IT_USING_JETPACK) && !self.deadflag && !gameover)
1441                 self.modelflags |= MF_ROCKET;
1442         else
1443                 self.modelflags &= ~MF_ROCKET;
1444
1445         self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1446
1447         if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1448                 return;
1449
1450         Fire_ApplyDamage(self);
1451         Fire_ApplyEffect(self);
1452
1453         if (!g_instagib)
1454         {
1455                 if (self.items & ITEM_Strength.m_itemid)
1456                 {
1457                         play_countdown(self.strength_finished, SND(POWEROFF));
1458                         self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1459                         if (time > self.strength_finished)
1460                         {
1461                                 self.items = self.items - (self.items & ITEM_Strength.m_itemid);
1462                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1463                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1464                         }
1465                 }
1466                 else
1467                 {
1468                         if (time < self.strength_finished)
1469                         {
1470                                 self.items = self.items | ITEM_Strength.m_itemid;
1471                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1472                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1473                         }
1474                 }
1475                 if (self.items & ITEM_Shield.m_itemid)
1476                 {
1477                         play_countdown(self.invincible_finished, SND(POWEROFF));
1478                         self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1479                         if (time > self.invincible_finished)
1480                         {
1481                                 self.items = self.items - (self.items & ITEM_Shield.m_itemid);
1482                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1483                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1484                         }
1485                 }
1486                 else
1487                 {
1488                         if (time < self.invincible_finished)
1489                         {
1490                                 self.items = self.items | ITEM_Shield.m_itemid;
1491                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1492                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1493                         }
1494                 }
1495                 if (self.items & IT_SUPERWEAPON)
1496                 {
1497                         if (!(self.weapons & WEPSET_SUPERWEAPONS))
1498                         {
1499                                 self.superweapons_finished = 0;
1500                                 self.items = self.items - (self.items & IT_SUPERWEAPON);
1501                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1502                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1503                         }
1504                         else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1505                         {
1506                                 // don't let them run out
1507                         }
1508                         else
1509                         {
1510                                 play_countdown(self.superweapons_finished, SND(POWEROFF));
1511                                 if (time > self.superweapons_finished)
1512                                 {
1513                                         self.items = self.items - (self.items & IT_SUPERWEAPON);
1514                                         self.weapons &= ~WEPSET_SUPERWEAPONS;
1515                                         //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1516                                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1517                                 }
1518                         }
1519                 }
1520                 else if(self.weapons & WEPSET_SUPERWEAPONS)
1521                 {
1522                         if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1523                         {
1524                                 self.items = self.items | IT_SUPERWEAPON;
1525                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1526                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1527                         }
1528                         else
1529                         {
1530                                 self.superweapons_finished = 0;
1531                                 self.weapons &= ~WEPSET_SUPERWEAPONS;
1532                         }
1533                 }
1534                 else
1535                 {
1536                         self.superweapons_finished = 0;
1537                 }
1538         }
1539
1540         if(autocvar_g_nodepthtestplayers)
1541                 self.effects = self.effects | EF_NODEPTHTEST;
1542
1543         if(autocvar_g_fullbrightplayers)
1544                 self.effects = self.effects | EF_FULLBRIGHT;
1545
1546         if (time >= game_starttime)
1547         if (time < self.spawnshieldtime)
1548                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1549
1550         MUTATOR_CALLHOOK(PlayerPowerups, self, items_prev);
1551 }
1552
1553 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1554 {
1555         if(current > stable)
1556                 return current;
1557         else if(current > stable - 0.25) // when close enough, "snap"
1558                 return stable;
1559         else
1560                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1561 }
1562
1563 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1564 {
1565         if(current < stable)
1566                 return current;
1567         else if(current < stable + 0.25) // when close enough, "snap"
1568                 return stable;
1569         else
1570                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1571 }
1572
1573 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1574 {
1575         if(current > rotstable)
1576         {
1577                 if(rotframetime > 0)
1578                 {
1579                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1580                         current = max(rotstable, current - rotlinear * rotframetime);
1581                 }
1582         }
1583         else if(current < regenstable)
1584         {
1585                 if(regenframetime > 0)
1586                 {
1587                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1588                         current = min(regenstable, current + regenlinear * regenframetime);
1589                 }
1590         }
1591
1592         if(current > limit)
1593                 current = limit;
1594
1595         return current;
1596 }
1597
1598 void player_regen (void)
1599 {SELFPARAM();
1600         float max_mod, regen_mod, rot_mod, limit_mod;
1601         max_mod = regen_mod = rot_mod = limit_mod = 1;
1602         regen_mod_max = max_mod;
1603         regen_mod_regen = regen_mod;
1604         regen_mod_rot = rot_mod;
1605         regen_mod_limit = limit_mod;
1606
1607         regen_health = autocvar_g_balance_health_regen;
1608         regen_health_linear = autocvar_g_balance_health_regenlinear;
1609         regen_health_rot = autocvar_g_balance_health_rot;
1610         regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1611         regen_health_stable = autocvar_g_balance_health_regenstable;
1612         regen_health_rotstable = autocvar_g_balance_health_rotstable;
1613         if(!MUTATOR_CALLHOOK(PlayerRegen))
1614         if(!self.frozen)
1615         {
1616                 float mina, maxa, limith, limita;
1617                 maxa = autocvar_g_balance_armor_rotstable;
1618                 mina = autocvar_g_balance_armor_regenstable;
1619                 limith = autocvar_g_balance_health_limit;
1620                 limita = autocvar_g_balance_armor_limit;
1621
1622                 max_mod = regen_mod_max;
1623                 regen_mod = regen_mod_regen;
1624                 rot_mod = regen_mod_rot;
1625                 limit_mod = regen_mod_limit;
1626
1627                 regen_health_rotstable = regen_health_rotstable * max_mod;
1628                 regen_health_stable = regen_health_stable * max_mod;
1629                 limith = limith * limit_mod;
1630                 limita = limita * limit_mod;
1631
1632                 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);
1633                 self.health = CalcRotRegen(self.health, regen_health_stable, regen_health, regen_health_linear, regen_mod * frametime * (time > self.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear, rot_mod * frametime * (time > self.pauserothealth_finished), limith);
1634         }
1635
1636         // if player rotted to death...  die!
1637         // check this outside above checks, as player may still be able to rot to death
1638         if(self.health < 1)
1639         {
1640                 if(self.vehicle)
1641                         vehicles_exit(VHEF_RELEASE);
1642                 self.event_damage(self, self, 1, DEATH_ROT.m_id, self.origin, '0 0 0');
1643         }
1644
1645         if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1646         {
1647                 float minf, maxf, limitf;
1648
1649                 maxf = autocvar_g_balance_fuel_rotstable;
1650                 minf = autocvar_g_balance_fuel_regenstable;
1651                 limitf = autocvar_g_balance_fuel_limit;
1652
1653                 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > self.pauseregen_finished) * ((self.items & ITEM_JetpackRegen.m_itemid) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > self.pauserotfuel_finished), limitf);
1654         }
1655 }
1656
1657 float zoomstate_set;
1658 void SetZoomState(float z)
1659 {SELFPARAM();
1660         if(z != self.zoomstate)
1661         {
1662                 self.zoomstate = z;
1663                 ClientData_Touch(self);
1664         }
1665         zoomstate_set = 1;
1666 }
1667
1668 void GetPressedKeys()
1669 {SELFPARAM();
1670         MUTATOR_CALLHOOK(GetPressedKeys);
1671         #define X(var,bit,flag) (flag ? var |= bit : var &= ~bit)
1672         X(self.pressedkeys, KEY_FORWARD,        self.movement_x > 0);
1673         X(self.pressedkeys, KEY_BACKWARD,       self.movement_x < 0);
1674         X(self.pressedkeys, KEY_RIGHT,          self.movement_y > 0);
1675         X(self.pressedkeys, KEY_LEFT,           self.movement_y < 0);
1676
1677         X(self.pressedkeys, KEY_JUMP,           PHYS_INPUT_BUTTON_JUMP(self));
1678         X(self.pressedkeys, KEY_CROUCH,         PHYS_INPUT_BUTTON_CROUCH(self));
1679         X(self.pressedkeys, KEY_ATCK,           PHYS_INPUT_BUTTON_ATCK(self));
1680         X(self.pressedkeys, KEY_ATCK2,          PHYS_INPUT_BUTTON_ATCK2(self));
1681         #undef X
1682 }
1683
1684 /*
1685 ======================
1686 spectate mode routines
1687 ======================
1688 */
1689
1690 void SpectateCopy(entity spectatee)
1691 {SELFPARAM();
1692         MUTATOR_CALLHOOK(SpectateCopy, spectatee, self);
1693         self.armortype = spectatee.armortype;
1694         self.armorvalue = spectatee.armorvalue;
1695         self.ammo_cells = spectatee.ammo_cells;
1696         self.ammo_plasma = spectatee.ammo_plasma;
1697         self.ammo_shells = spectatee.ammo_shells;
1698         self.ammo_nails = spectatee.ammo_nails;
1699         self.ammo_rockets = spectatee.ammo_rockets;
1700         self.ammo_fuel = spectatee.ammo_fuel;
1701         self.clip_load = spectatee.clip_load;
1702         self.clip_size = spectatee.clip_size;
1703         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1704         self.health = spectatee.health;
1705         self.impulse = 0;
1706         self.items = spectatee.items;
1707         self.last_pickup = spectatee.last_pickup;
1708         self.hit_time = spectatee.hit_time;
1709         self.metertime = spectatee.metertime;
1710         self.strength_finished = spectatee.strength_finished;
1711         self.invincible_finished = spectatee.invincible_finished;
1712         self.pressedkeys = spectatee.pressedkeys;
1713         self.weapons = spectatee.weapons;
1714         self.switchweapon = spectatee.switchweapon;
1715         self.switchingweapon = spectatee.switchingweapon;
1716         self.weapon = spectatee.weapon;
1717         self.vortex_charge = spectatee.vortex_charge;
1718         self.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1719         self.hagar_load = spectatee.hagar_load;
1720         self.arc_heat_percent = spectatee.arc_heat_percent;
1721         self.minelayer_mines = spectatee.minelayer_mines;
1722         self.punchangle = spectatee.punchangle;
1723         self.view_ofs = spectatee.view_ofs;
1724         self.velocity = spectatee.velocity;
1725         self.dmg_take = spectatee.dmg_take;
1726         self.dmg_save = spectatee.dmg_save;
1727         self.dmg_inflictor = spectatee.dmg_inflictor;
1728         self.v_angle = spectatee.v_angle;
1729         self.angles = spectatee.v_angle;
1730         self.frozen = spectatee.frozen;
1731         self.revive_progress = spectatee.revive_progress;
1732         if(!self.BUTTON_USE)
1733                 self.fixangle = true;
1734         setorigin(self, spectatee.origin);
1735         setsize(self, spectatee.mins, spectatee.maxs);
1736         SetZoomState(spectatee.zoomstate);
1737
1738     anticheat_spectatecopy(spectatee);
1739         self.hud = spectatee.hud;
1740         if(spectatee.vehicle)
1741     {
1742         self.fixangle = false;
1743         //self.velocity = spectatee.vehicle.velocity;
1744         self.vehicle_health = spectatee.vehicle_health;
1745         self.vehicle_shield = spectatee.vehicle_shield;
1746         self.vehicle_energy = spectatee.vehicle_energy;
1747         self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1748         self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1749         self.vehicle_reload1 = spectatee.vehicle_reload1;
1750         self.vehicle_reload2 = spectatee.vehicle_reload2;
1751
1752         msg_entity = self;
1753
1754         WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1755             WriteAngle(MSG_ONE,  spectatee.v_angle.x);
1756             WriteAngle(MSG_ONE,  spectatee.v_angle.y);
1757             WriteAngle(MSG_ONE,  spectatee.v_angle.z);
1758
1759         //WriteByte (MSG_ONE, SVC_SETVIEW);
1760         //    WriteEntity(MSG_ONE, self);
1761         //makevectors(spectatee.v_angle);
1762         //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1763     }
1764 }
1765
1766 bool SpectateUpdate()
1767 {SELFPARAM();
1768         if(!self.enemy)
1769             return false;
1770
1771         if(!IS_PLAYER(self.enemy) || self == self.enemy)
1772         {
1773                 SetSpectator(self, world);
1774                 return false;
1775         }
1776
1777         SpectateCopy(self.enemy);
1778
1779         return true;
1780 }
1781
1782 bool SpectateSet()
1783 {SELFPARAM();
1784         if(!IS_PLAYER(self.enemy))
1785                 return false;
1786
1787         msg_entity = self;
1788         WriteByte(MSG_ONE, SVC_SETVIEW);
1789         WriteEntity(MSG_ONE, self.enemy);
1790         self.movetype = MOVETYPE_NONE;
1791         accuracy_resend(self);
1792
1793         if(!SpectateUpdate())
1794                 PutObserverInServer();
1795
1796         return true;
1797 }
1798
1799 void SetSpectator(entity player, entity spectatee)
1800 {
1801         entity old_spectatee = player.enemy;
1802
1803         player.enemy = spectatee;
1804
1805         // WEAPONTODO
1806         // these are required to fix the spectator bug with arc
1807         if(old_spectatee && old_spectatee.arc_beam) { old_spectatee.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1808         if(player.enemy && player.enemy.arc_beam) { player.enemy.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1809 }
1810
1811 bool Spectate(entity pl)
1812 {SELFPARAM();
1813         if(MUTATOR_CALLHOOK(SpectateSet, self, pl))
1814                 return false;
1815         pl = spec_player;
1816
1817         SetSpectator(self, pl);
1818         return SpectateSet();
1819 }
1820
1821 bool SpectateNext()
1822 {SELFPARAM();
1823         other = find(self.enemy, classname, "player");
1824
1825         bool mutator_returnvalue = MUTATOR_CALLHOOK(SpectateNext, self, other);
1826         other = spec_player;
1827
1828         if(!mutator_returnvalue && !other)
1829                 other = find(other, classname, "player");
1830
1831         if(other) { SetSpectator(self, other); }
1832
1833         return SpectateSet();
1834 }
1835
1836 bool SpectatePrev()
1837 {SELFPARAM();
1838         // NOTE: chain order is from the highest to the lower entnum (unlike find)
1839         other = findchain(classname, "player");
1840         if (!other) // no player
1841                 return false;
1842
1843         entity first = other;
1844         // skip players until current spectated player
1845         if(self.enemy)
1846         while(other && other != self.enemy)
1847                 other = other.chain;
1848
1849         int mutator_returnvalue = MUTATOR_CALLHOOK(SpectatePrev, self, other, first);
1850         other = spec_player;
1851
1852         switch(mutator_returnvalue)
1853         {
1854                 case MUT_SPECPREV_FOUND: break;
1855                 case MUT_SPECPREV_RETURN: return true;
1856                 case MUT_SPECPREV_CONTINUE:
1857                 default:
1858                 {
1859                         if(other.chain)
1860                                 other = other.chain;
1861                         else
1862                                 other = first;
1863                         break;
1864                 }
1865         }
1866
1867         SetSpectator(self, other);
1868         return SpectateSet();
1869 }
1870
1871 /*
1872 =============
1873 ShowRespawnCountdown()
1874
1875 Update a respawn countdown display.
1876 =============
1877 */
1878 void ShowRespawnCountdown()
1879 {SELFPARAM();
1880         float number;
1881         if(self.deadflag == DEAD_NO) // just respawned?
1882                 return;
1883         else
1884         {
1885                 number = ceil(self.respawn_time - time);
1886                 if(number <= 0)
1887                         return;
1888                 if(number <= self.respawn_countdown)
1889                 {
1890                         self.respawn_countdown = number - 1;
1891                         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
1892                                 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1893                 }
1894         }
1895 }
1896
1897 void LeaveSpectatorMode()
1898 {SELFPARAM();
1899         if(self.caplayer)
1900                 return;
1901         if(nJoinAllowed(self))
1902         {
1903                 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1904                 {
1905                         self.classname = "player";
1906                         nades_RemoveBonus(self);
1907
1908                         if(autocvar_g_campaign || autocvar_g_balance_teams)
1909                                 { JoinBestTeam(self, false, true); }
1910
1911                         if(autocvar_g_campaign)
1912                                 { campaign_bots_may_start = 1; }
1913
1914                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
1915
1916                         PutClientInServer();
1917
1918                         if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
1919                 }
1920                 else
1921                         stuffcmd(self, "menu_showteamselect\n");
1922         }
1923         else
1924         {
1925                 // Player may not join because g_maxplayers is set
1926                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
1927         }
1928 }
1929
1930 /**
1931  * Determines whether the player is allowed to join. This depends on cvar
1932  * g_maxplayers, if it isn't used this function always return true, otherwise
1933  * it checks whether the number of currently playing players exceeds g_maxplayers.
1934  * @return int number of free slots for players, 0 if none
1935  */
1936 float nJoinAllowed(entity ignore)
1937 {SELFPARAM();
1938         if(!ignore)
1939         // this is called that way when checking if anyone may be able to join (to build qcstatus)
1940         // so report 0 free slots if restricted
1941         {
1942                 if(autocvar_g_forced_team_otherwise == "spectate")
1943                         return 0;
1944                 if(autocvar_g_forced_team_otherwise == "spectator")
1945                         return 0;
1946         }
1947
1948         if(self.team_forced < 0)
1949                 return 0; // forced spectators can never join
1950
1951         // TODO simplify this
1952         entity e;
1953         float totalClients = 0;
1954         FOR_EACH_CLIENT(e)
1955                 if(e != ignore)
1956                         totalClients += 1;
1957
1958         if (!autocvar_g_maxplayers)
1959                 return maxclients - totalClients;
1960
1961         float currentlyPlaying = 0;
1962         FOR_EACH_REALCLIENT(e)
1963                 if(IS_PLAYER(e) || e.caplayer)
1964                         currentlyPlaying += 1;
1965
1966         if(currentlyPlaying < autocvar_g_maxplayers)
1967                 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1968
1969         return 0;
1970 }
1971
1972 /**
1973  * Checks whether the client is an observer or spectator, if so, he will get kicked after
1974  * g_maxplayers_spectator_blocktime seconds
1975  */
1976 void checkSpectatorBlock()
1977 {SELFPARAM();
1978         if(IS_SPEC(self) || IS_OBSERVER(self))
1979         if(!self.caplayer)
1980         if(IS_REAL_CLIENT(self))
1981         {
1982                 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
1983                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
1984                         dropclient(self);
1985                 }
1986         }
1987 }
1988
1989 void PrintWelcomeMessage()
1990 {SELFPARAM();
1991         if(self.motd_actived_time == 0)
1992         {
1993                 if (autocvar_g_campaign) {
1994                         if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
1995                                 self.motd_actived_time = time;
1996                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
1997                         }
1998                 } else {
1999                         if (self.BUTTON_INFO) {
2000                                 self.motd_actived_time = time;
2001                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2002                         }
2003                 }
2004         }
2005         else if(self.motd_actived_time > 0) // showing MOTD or campaign message
2006         {
2007                 if (autocvar_g_campaign) {
2008                         if (self.BUTTON_INFO)
2009                                 self.motd_actived_time = time;
2010                         else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
2011                                 self.motd_actived_time = 0;
2012                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2013                         }
2014                 } else {
2015                         if (self.BUTTON_INFO)
2016                                 self.motd_actived_time = time;
2017                         else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2018                                 self.motd_actived_time = 0;
2019                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2020                         }
2021                 }
2022         }
2023         else //if(self.motd_actived_time < 0) // just connected, motd is active
2024         {
2025                 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
2026                         self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2027                 else if(self.motd_actived_time == -2 || IS_PLAYER(self))
2028                 {
2029                         // instanctly hide MOTD
2030                         self.motd_actived_time = 0;
2031                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2032                 }
2033         }
2034 }
2035
2036 void ObserverThink()
2037 {SELFPARAM();
2038         if ( self.impulse )
2039         {
2040                 MinigameImpulse(self.impulse);
2041                 self.impulse = 0;
2042         }
2043         float prefered_movetype;
2044         if (self.flags & FL_JUMPRELEASED) {
2045                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2046                         self.flags &= ~FL_JUMPRELEASED;
2047                         self.flags |= FL_SPAWNING;
2048                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2049                         self.flags &= ~FL_JUMPRELEASED;
2050                         if(SpectateNext()) {
2051                                 self.classname = "spectator";
2052                         }
2053                 } else {
2054                         prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2055                         if (self.movetype != prefered_movetype)
2056                                 self.movetype = prefered_movetype;
2057                 }
2058         } else {
2059                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2060                         self.flags |= FL_JUMPRELEASED;
2061                         if(self.flags & FL_SPAWNING)
2062                         {
2063                                 self.flags &= ~FL_SPAWNING;
2064                                 LeaveSpectatorMode();
2065                                 return;
2066                         }
2067                 }
2068         }
2069 }
2070
2071 void SpectatorThink()
2072 {SELFPARAM();
2073         if ( self.impulse )
2074         {
2075                 if(MinigameImpulse(self.impulse))
2076                         self.impulse = 0;
2077         }
2078         if (self.flags & FL_JUMPRELEASED) {
2079                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2080                         self.flags &= ~FL_JUMPRELEASED;
2081                         self.flags |= FL_SPAWNING;
2082                 } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
2083                         self.flags &= ~FL_JUMPRELEASED;
2084                         if(SpectateNext()) {
2085                                 self.classname = "spectator";
2086                         } else {
2087                                 self.classname = "observer";
2088                                 PutClientInServer();
2089                         }
2090                         self.impulse = 0;
2091                 } else if(self.impulse == 12 || self.impulse == 16  || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
2092                         self.flags &= ~FL_JUMPRELEASED;
2093                         if(SpectatePrev()) {
2094                                 self.classname = "spectator";
2095                         } else {
2096                                 self.classname = "observer";
2097                                 PutClientInServer();
2098                         }
2099                         self.impulse = 0;
2100                 } else if (self.BUTTON_ATCK2) {
2101                         self.flags &= ~FL_JUMPRELEASED;
2102                         self.classname = "observer";
2103                         PutClientInServer();
2104                 } else {
2105                         if(!SpectateUpdate())
2106                                 PutObserverInServer();
2107                 }
2108         } else {
2109                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2110                         self.flags |= FL_JUMPRELEASED;
2111                         if(self.flags & FL_SPAWNING)
2112                         {
2113                                 self.flags &= ~FL_SPAWNING;
2114                                 LeaveSpectatorMode();
2115                                 return;
2116                         }
2117                 }
2118                 if(!SpectateUpdate())
2119                         PutObserverInServer();
2120         }
2121
2122         self.flags |= FL_CLIENT | FL_NOTARGET;
2123 }
2124
2125 void vehicles_enter (entity pl, entity veh);
2126 void PlayerUseKey()
2127 {SELFPARAM();
2128         if (!IS_PLAYER(self))
2129                 return;
2130
2131         if(self.vehicle)
2132         {
2133                 if(!gameover)
2134                 {
2135                         vehicles_exit(VHEF_NORMAL);
2136                         return;
2137                 }
2138         }
2139         else if(autocvar_g_vehicles_enter)
2140         {
2141                 if(!self.frozen)
2142                 if(self.deadflag == DEAD_NO)
2143                 if(!gameover)
2144                 {
2145                         entity head, closest_target = world;
2146                         head = WarpZone_FindRadius(self.origin, autocvar_g_vehicles_enter_radius, TRUE);
2147
2148                         while(head) // find the closest acceptable target to enter
2149                         {
2150                                 if(head.vehicle_flags & VHF_ISVEHICLE)
2151                                 if(head.deadflag == DEAD_NO)
2152                                 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, self)))
2153                                 if(head.takedamage != DAMAGE_NO)
2154                                 {
2155                                         if(closest_target)
2156                                         {
2157                                                 if(vlen(self.origin - head.origin) < vlen(self.origin - closest_target.origin))
2158                                                 { closest_target = head; }
2159                                         }
2160                                         else { closest_target = head; }
2161                                 }
2162
2163                                 head = head.chain;
2164                         }
2165
2166                         if(closest_target) { vehicles_enter(self, closest_target); return; }
2167                 }
2168         }
2169
2170         // a use key was pressed; call handlers
2171         MUTATOR_CALLHOOK(PlayerUseKey);
2172 }
2173
2174 float isInvisibleString(string s)
2175 {
2176         float i, n, c;
2177         s = strdecolorize(s);
2178         for((i = 0), (n = strlen(s)); i < n; ++i)
2179         {
2180                 c = str2chr(s, i);
2181                 switch(c)
2182                 {
2183                         case 0:
2184                         case 32: // space
2185                                 break;
2186                         case 192: // charmap space
2187                                 if (!autocvar_utf8_enable)
2188                                         break;
2189                                 return false;
2190                         case 160: // space in unicode fonts
2191                         case 0xE000 + 192: // utf8 charmap space
2192                                 if (autocvar_utf8_enable)
2193                                         break;
2194                         default:
2195                                 return false;
2196                 }
2197         }
2198         return true;
2199 }
2200
2201 /*
2202 =============
2203 PlayerPreThink
2204
2205 Called every frame for each client before the physics are run
2206 =============
2207 */
2208 .float usekeypressed;
2209 void() nexball_setstatus;
2210 .float last_vehiclecheck;
2211 .int items_added;
2212 void PlayerPreThink (void)
2213 {SELFPARAM();
2214         WarpZone_PlayerPhysics_FixVAngle();
2215
2216         self.stat_game_starttime = game_starttime;
2217         self.stat_round_starttime = round_starttime;
2218         self.stat_allow_oldvortexbeam = autocvar_g_allow_oldvortexbeam;
2219         self.stat_leadlimit = autocvar_leadlimit;
2220
2221         self.weaponsinmap = weaponsInMap;
2222
2223         if(frametime)
2224         {
2225                 // physics frames: update anticheat stuff
2226                 anticheat_prethink();
2227         }
2228
2229         if(blockSpectators && frametime)
2230                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2231                 checkSpectatorBlock();
2232
2233         zoomstate_set = 0;
2234
2235         // Savage: Check for nameless players
2236         if (isInvisibleString(self.netname)) {
2237                 string new_name = strzone(strcat("Player@", ftos(self.playerid)));
2238                 if(autocvar_sv_eventlog)
2239                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", new_name));
2240                 if(self.netname_previous)
2241                         strunzone(self.netname_previous);
2242                 self.netname_previous = strzone(new_name);
2243                 self.netname = self.netname_previous;
2244                 // stuffcmd(self, strcat("name ", self.netname, "\n"));
2245         } else if(self.netname_previous != self.netname) {
2246                 if(autocvar_sv_eventlog)
2247                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2248                 if(self.netname_previous)
2249                         strunzone(self.netname_previous);
2250                 self.netname_previous = strzone(self.netname);
2251         }
2252
2253         // version nagging
2254         if(self.version_nagtime)
2255                 if(self.cvar_g_xonoticversion)
2256                         if(time > self.version_nagtime)
2257                         {
2258                                 // don't notify git users
2259                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2260                                 {
2261                                         if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2262                                         {
2263                                                 // notify release users if connecting to git
2264                                                 LOG_TRACE("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2265                                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2266                                         }
2267                                         else
2268                                         {
2269                                                 float r;
2270                                                 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2271                                                 if(r < 0)
2272                                                 {
2273                                                         // give users new version
2274                                                         LOG_TRACE("^1NOTE^7 to ", self.netname, "^7 - ^3Xonotic ", autocvar_g_xonoticversion, "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.org/^1!\n");
2275                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2276                                                 }
2277                                                 else if(r > 0)
2278                                                 {
2279                                                         // notify users about old server version
2280                                                         LOG_INFO("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2281                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2282                                                 }
2283                                         }
2284                                 }
2285                                 self.version_nagtime = 0;
2286                         }
2287
2288         // GOD MODE info
2289         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2290         {
2291                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2292                 self.max_armorvalue = 0;
2293         }
2294
2295         if(self.frozen == 2)
2296         {
2297                 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
2298                 self.health = max(1, self.revive_progress * start_health);
2299                 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
2300
2301                 if(self.revive_progress >= 1)
2302                         Unfreeze(self);
2303         }
2304         else if(self.frozen == 3)
2305         {
2306                 self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1);
2307                 self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress );
2308
2309                 if(self.health < 1)
2310                 {
2311                         if(self.vehicle)
2312                                 vehicles_exit(VHEF_RELEASE);
2313                         self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, self.origin, '0 0 0');
2314                 }
2315                 else if ( self.revive_progress <= 0 )
2316                         Unfreeze(self);
2317         }
2318
2319         MUTATOR_CALLHOOK(PlayerPreThink);
2320
2321         if(autocvar_g_vehicles_enter)
2322         if(time > self.last_vehiclecheck)
2323         if(IS_PLAYER(self))
2324         if(!gameover)
2325         if(!self.frozen)
2326         if(!self.vehicle)
2327         if(self.deadflag == DEAD_NO)
2328         {
2329                 entity veh;
2330                 for(veh = world; (veh = findflags(veh, vehicle_flags, VHF_ISVEHICLE)); )
2331                 if(vlen(veh.origin - self.origin) < autocvar_g_vehicles_enter_radius)
2332                 if(veh.deadflag == DEAD_NO)
2333                 if(veh.takedamage != DAMAGE_NO)
2334                 if((veh.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(veh.owner, self))
2335                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2336                 else if(!veh.owner)
2337                 if(!veh.team || SAME_TEAM(self, veh))
2338                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER);
2339                 else if(autocvar_g_vehicles_steal)
2340                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2341
2342                 self.last_vehiclecheck = time + 1;
2343         }
2344
2345         if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2346         {
2347                 if(self.BUTTON_USE && !self.usekeypressed)
2348                         PlayerUseKey();
2349                 self.usekeypressed = self.BUTTON_USE;
2350         }
2351
2352         if(IS_REAL_CLIENT(self))
2353                 PrintWelcomeMessage();
2354
2355         if(IS_PLAYER(self))
2356         {
2357
2358                 CheckRules_Player();
2359
2360                 if (intermission_running)
2361                 {
2362                         IntermissionThink ();   // otherwise a button could be missed between
2363                         return;                                 // the think tics
2364                 }
2365
2366                 //don't allow the player to turn around while game is paused!
2367                 if(timeout_status == TIMEOUT_ACTIVE) {
2368                         // FIXME turn this into CSQC stuff
2369                         self.v_angle = self.lastV_angle;
2370                         self.angles = self.lastV_angle;
2371                         self.fixangle = true;
2372                 }
2373
2374                 if(frametime)
2375                 {
2376                         if(self.weapon == WEP_VORTEX.m_id && WEP_CVAR(vortex, charge))
2377                         {
2378                                 self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.vortex_charge / WEP_CVAR(vortex, charge_animlimit));
2379                                 self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.vortex_charge / WEP_CVAR(vortex, charge_animlimit));
2380                                 self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.vortex_charge / WEP_CVAR(vortex, charge_animlimit));
2381
2382                                 if(self.vortex_charge > WEP_CVAR(vortex, charge_animlimit))
2383                                 {
2384                                         self.weaponentity_glowmod_x = self.weaponentity_glowmod.x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.vortex_charge - WEP_CVAR(vortex, charge_animlimit)) / (1 - WEP_CVAR(vortex, charge_animlimit));
2385                                         self.weaponentity_glowmod_y = self.weaponentity_glowmod.y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.vortex_charge - WEP_CVAR(vortex, charge_animlimit)) / (1 - WEP_CVAR(vortex, charge_animlimit));
2386                                         self.weaponentity_glowmod_z = self.weaponentity_glowmod.z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.vortex_charge - WEP_CVAR(vortex, charge_animlimit)) / (1 - WEP_CVAR(vortex, charge_animlimit));
2387                                 }
2388                         }
2389                         else
2390                                 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, true) * 2;
2391
2392                         player_powerups();
2393                 }
2394
2395                 if (self.deadflag != DEAD_NO)
2396                 {
2397                         if(self.personal && g_race_qualifying)
2398                         {
2399                                 if(time > self.respawn_time)
2400                                 {
2401                                         self.respawn_time = time + 1; // only retry once a second
2402                                         self.stat_respawn_time = self.respawn_time;
2403                                         respawn();
2404                                         self.impulse = 141;
2405                                 }
2406                         }
2407                         else
2408                         {
2409                                 float button_pressed;
2410                                 if(frametime)
2411                                         player_anim();
2412                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2413
2414                                 if (self.deadflag == DEAD_DYING)
2415                                 {
2416                                         if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2417                                                 self.deadflag = DEAD_RESPAWNING;
2418                                         else if(!button_pressed)
2419                                                 self.deadflag = DEAD_DEAD;
2420                                 }
2421                                 else if (self.deadflag == DEAD_DEAD)
2422                                 {
2423                                         if(button_pressed)
2424                                                 self.deadflag = DEAD_RESPAWNABLE;
2425                                         else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2426                                                 self.deadflag = DEAD_RESPAWNING;
2427                                 }
2428                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2429                                 {
2430                                         if(!button_pressed)
2431                                                 self.deadflag = DEAD_RESPAWNING;
2432                                 }
2433                                 else if (self.deadflag == DEAD_RESPAWNING)
2434                                 {
2435                                         if(time > self.respawn_time)
2436                                         {
2437                                                 self.respawn_time = time + 1; // only retry once a second
2438                                                 self.respawn_time_max = self.respawn_time;
2439                                                 respawn();
2440                                         }
2441                                 }
2442
2443                                 ShowRespawnCountdown();
2444
2445                                 if(self.respawn_flags & RESPAWN_SILENT)
2446                                         self.stat_respawn_time = 0;
2447                                 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2448                                         self.stat_respawn_time = self.respawn_time_max;
2449                                 else
2450                                         self.stat_respawn_time = self.respawn_time;
2451                         }
2452
2453                         // if respawning, invert stat_respawn_time to indicate this, the client translates it
2454                         if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2455                                 self.stat_respawn_time *= -1;
2456
2457                         return;
2458                 }
2459
2460                 self.prevorigin = self.origin;
2461
2462                 float do_crouch = self.BUTTON_CROUCH;
2463                 if(self.hook.state)
2464                         do_crouch = 0;
2465                 if(self.vehicle)
2466                         do_crouch = 0;
2467                 if(self.frozen)
2468                         do_crouch = 0;
2469
2470                 // WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
2471                 // It cannot be predicted by the engine!
2472                 if((self.weapon == WEP_SHOCKWAVE.m_id || self.weapon == WEP_SHOTGUN.m_id) && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2473                         do_crouch = 0;
2474
2475                 if (do_crouch)
2476                 {
2477                         if (!self.crouch)
2478                         {
2479                                 self.crouch = true;
2480                                 self.view_ofs = self.stat_pl_crouch_view_ofs;
2481                                 setsize (self, self.stat_pl_crouch_min, self.stat_pl_crouch_max);
2482                                 // setanim(self, self.anim_duck, false, true, true); // this anim is BROKEN anyway
2483                         }
2484                 }
2485                 else
2486                 {
2487                         if (self.crouch)
2488                         {
2489                                 tracebox(self.origin, self.stat_pl_min, self.stat_pl_max, self.origin, false, self);
2490                                 if (!trace_startsolid)
2491                                 {
2492                                         self.crouch = false;
2493                                         self.view_ofs = self.stat_pl_view_ofs;
2494                                         setsize (self, self.stat_pl_min, self.stat_pl_max);
2495                                 }
2496                         }
2497                 }
2498
2499                 FixPlayermodel();
2500
2501                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2502                 //if(frametime)
2503                 {
2504                         self.items &= ~self.items_added;
2505
2506                         W_WeaponFrame(self);
2507
2508                         self.items_added = 0;
2509                         if(self.items & ITEM_Jetpack.m_itemid)
2510                                 if(self.items & ITEM_JetpackRegen.m_itemid || self.ammo_fuel >= 0.01)
2511                                         self.items_added |= IT_FUEL;
2512
2513                         self.items |= self.items_added;
2514                 }
2515
2516                 player_regen();
2517
2518                 // WEAPONTODO: Add a weapon request for this
2519                 // rot vortex charge to the charge limit
2520                 if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
2521                         self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2522
2523                 if(frametime)
2524                         player_anim();
2525
2526                 // secret status
2527                 secrets_setstatus();
2528
2529                 // monsters status
2530                 monsters_setstatus();
2531
2532                 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2533
2534                 //self.angles_y=self.v_angle_y + 90;   // temp
2535         } else if(gameover) {
2536                 if (intermission_running)
2537                         IntermissionThink ();   // otherwise a button could be missed between
2538                 return;
2539         } else if(IS_OBSERVER(self)) {
2540                 ObserverThink();
2541         } else if(IS_SPEC(self)) {
2542                 SpectatorThink();
2543         }
2544
2545         // WEAPONTODO: Add weapon request for this
2546         if(!zoomstate_set)
2547                 SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_VORTEX.m_id) || (self.BUTTON_ATCK2 && self.weapon == WEP_RIFLE.m_id && WEP_CVAR(rifle, secondary) == 0)); // WEAPONTODO
2548
2549         float oldspectatee_status;
2550         oldspectatee_status = self.spectatee_status;
2551         if(IS_SPEC(self))
2552                 self.spectatee_status = num_for_edict(self.enemy);
2553         else if(IS_OBSERVER(self))
2554                 self.spectatee_status = num_for_edict(self);
2555         else
2556                 self.spectatee_status = 0;
2557         if(self.spectatee_status != oldspectatee_status)
2558         {
2559                 ClientData_Touch(self);
2560         }
2561
2562         if(self.teamkill_soundtime)
2563         if(time > self.teamkill_soundtime)
2564         {
2565                 self.teamkill_soundtime = 0;
2566
2567                 setself(self.teamkill_soundsource);
2568                 entity oldpusher = self.pusher;
2569                 self.pusher = this;
2570
2571                 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2572
2573                 self.pusher = oldpusher;
2574                 setself(this);
2575         }
2576
2577         if(self.taunt_soundtime)
2578         if(time > self.taunt_soundtime)
2579         {
2580                 self.taunt_soundtime = 0;
2581                 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2582         }
2583
2584         target_voicescript_next(self);
2585
2586         // WEAPONTODO: Move into weaponsystem somehow
2587         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2588         if(!self.weapon)
2589                 self.clip_load = self.clip_size = 0;
2590 }
2591
2592 /*
2593 =============
2594 PlayerPostThink
2595
2596 Called every frame for each client after the physics are run
2597 =============
2598 */
2599 .float idlekick_lasttimeleft;
2600 void PlayerPostThink (void)
2601 {SELFPARAM();
2602         if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2603         if(IS_REAL_CLIENT(self))
2604         if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2605         {
2606                 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2607                 {
2608                         if(self.idlekick_lasttimeleft)
2609                         {
2610                                 self.idlekick_lasttimeleft = 0;
2611                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2612                         }
2613                 }
2614                 else
2615                 {
2616                         float timeleft;
2617                         timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2618                         if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2619                         {
2620                                 if(!self.idlekick_lasttimeleft)
2621                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2622                         }
2623                         if(timeleft <= 0)
2624                         {
2625                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2626                                 dropclient(self);
2627                                 return;
2628                         }
2629                         else if(timeleft <= 10)
2630                         {
2631                                 if(timeleft != self.idlekick_lasttimeleft)
2632                                         { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2633                                 self.idlekick_lasttimeleft = timeleft;
2634                         }
2635                 }
2636         }
2637
2638         CheatFrame();
2639
2640         //CheckPlayerJump();
2641
2642         if(IS_PLAYER(self)) {
2643                 CheckRules_Player();
2644                 UpdateChatBubble();
2645                 if (self.impulse)
2646                         ImpulseCommands();
2647                 if (intermission_running)
2648                         return;         // intermission or finale
2649                 GetPressedKeys();
2650         }
2651
2652         /*
2653         float i;
2654         for(i = 0; i < 1000; ++i)
2655         {
2656                 vector end;
2657                 end = self.origin + '0 0 1024' + 512 * randomvec();
2658                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2659                 if(trace_fraction < 1)
2660                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2661                 {
2662                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2663                         break;
2664                 }
2665         }
2666         */
2667
2668         if(self.waypointsprite_attachedforcarrier)
2669                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id));
2670
2671         playerdemo_write();
2672
2673         CSQCMODEL_AUTOUPDATE(self);
2674 }