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