]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/cl_client.qc
Merge branch 'master' into TimePath/issue-1170
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_client.qc
1 void send_CSQC_teamnagger() {
2         WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
3         WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
4 }
5
6 float ClientData_Send(entity to, float sf)
7 {
8         if(to != self.owner)
9         {
10                 error("wtf");
11                 return FALSE;
12         }
13
14         entity e;
15
16         e = to;
17         if(IS_SPEC(to))
18                 e = to.enemy;
19
20         sf = 0;
21
22         if(e.race_completed)
23                 sf |= 1; // forced scoreboard
24         if(to.spectatee_status)
25                 sf |= 2; // spectator ent number follows
26         if(e.zoomstate)
27                 sf |= 4; // zoomed
28         if(e.porto_v_angle_held)
29                 sf |= 8; // angles held
30
31         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
32         WriteByte(MSG_ENTITY, sf);
33
34         if(sf & 2)
35                 WriteByte(MSG_ENTITY, to.spectatee_status);
36
37         if(sf & 8)
38         {
39                 WriteAngle(MSG_ENTITY, e.v_angle_x);
40                 WriteAngle(MSG_ENTITY, e.v_angle_y);
41         }
42
43         return TRUE;
44 }
45
46 void ClientData_Attach()
47 {
48         Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
49         self.clientdata.drawonlytoclient = self;
50         self.clientdata.owner = self;
51 }
52
53 void ClientData_Detach()
54 {
55         remove(self.clientdata);
56         self.clientdata = world;
57 }
58
59 void ClientData_Touch(entity e)
60 {
61         e.clientdata.SendFlags = 1;
62
63         // make it spectatable
64         entity e2;
65         FOR_EACH_REALCLIENT(e2)
66         {
67                 if(e2 != e)
68                         if(IS_SPEC(e2))
69                                 if(e2.enemy == e)
70                                         e2.clientdata.SendFlags = 1;
71         }
72 }
73
74 .string netname_previous;
75
76 void SetSpectator(entity player, entity spectatee);
77
78
79 /*
80 =============
81 CheckPlayerModel
82
83 Checks if the argument string can be a valid playermodel.
84 Returns a valid one in doubt.
85 =============
86 */
87 string FallbackPlayerModel;
88 string CheckPlayerModel(string plyermodel) {
89         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
90         {
91                 // note: we cannot summon Don Strunzone here, some player may
92                 // still have the model string set. In case anyone manages how
93                 // to change a cvar default, we'll have a small leak here.
94                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
95         }
96         // only in right path
97         if( substring(plyermodel,0,14) != "models/player/")
98                 return FallbackPlayerModel;
99         // only good file extensions
100         if(substring(plyermodel,-4,4) != ".zym")
101         if(substring(plyermodel,-4,4) != ".dpm")
102         if(substring(plyermodel,-4,4) != ".iqm")
103         if(substring(plyermodel,-4,4) != ".md3")
104         if(substring(plyermodel,-4,4) != ".psk")
105                 return FallbackPlayerModel;
106         // forbid the LOD models
107         if(substring(plyermodel, -9,5) == "_lod1")
108                 return FallbackPlayerModel;
109         if(substring(plyermodel, -9,5) == "_lod2")
110                 return FallbackPlayerModel;
111         if(plyermodel != strtolower(plyermodel))
112                 return FallbackPlayerModel;
113         // also, restrict to server models
114         if(autocvar_sv_servermodelsonly)
115         {
116                 if(!fexists(plyermodel))
117                         return FallbackPlayerModel;
118         }
119         return plyermodel;
120 }
121
122 void setplayermodel(entity e, string modelname)
123 {
124         precache_model(modelname);
125         setmodel(e, modelname);
126         player_setupanimsformodel();
127         UpdatePlayerSounds();
128 }
129
130 /*
131 =============
132 PutObserverInServer
133
134 putting a client as observer in the server
135 =============
136 */
137 void FixPlayermodel();
138 void PutObserverInServer (void)
139 {
140         entity  spot;
141     self.hud = HUD_NORMAL;
142
143         if(IS_PLAYER(self)) { pointparticles(particleeffectnum("spawn_event_neutral"), self.origin, '0 0 0', 1); }
144
145         spot = SelectSpawnPoint (TRUE);
146         if(!spot)
147                 error("No spawnpoints for observers?!?\n");
148         RemoveGrapplingHook(self); // Wazat's Grappling Hook
149
150         if(IS_REAL_CLIENT(self))
151         {
152                 msg_entity = self;
153                 WriteByte(MSG_ONE, SVC_SETVIEW);
154                 WriteEntity(MSG_ONE, self);
155         }
156
157         self.frags = FRAGS_SPECTATOR;
158
159         MUTATOR_CALLHOOK(MakePlayerObserver);
160
161         Portal_ClearAll(self);
162
163         Unfreeze(self);
164
165         if(self.alivetime)
166         {
167                 if(!warmup_stage)
168                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
169                 self.alivetime = 0;
170         }
171
172         if(self.vehicle)
173                 vehicles_exit(VHEF_RELESE);
174
175         WaypointSprite_PlayerDead();
176
177         if (!g_ca)  // don't reset teams when moving a ca player to the spectators
178                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog
179
180         if(self.killcount != -666)
181         {
182                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
183                 if(autocvar_g_chat_nospectators == 1 || (cvar("g_warmup") && !(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
184                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_CHAT_NOSPECTATORS);
185
186                 if(self.just_joined == FALSE) {
187                         LogTeamchange(self.playerid, -1, 4);
188                 } else
189                         self.just_joined = FALSE;
190         }
191
192         PlayerScore_Clear(self); // clear scores when needed
193
194         accuracy_resend(self);
195
196         self.spectatortime = time;
197
198         self.classname = "observer";
199         self.iscreature = FALSE;
200         self.teleportable = TELEPORT_SIMPLE;
201         self.damagedbycontents = FALSE;
202         self.health = -666;
203         self.takedamage = DAMAGE_NO;
204         self.solid = SOLID_NOT;
205         self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
206         self.flags = FL_CLIENT | FL_NOTARGET;
207         self.armorvalue = 666;
208         self.effects = 0;
209         self.armorvalue = autocvar_g_balance_armor_start;
210         self.pauserotarmor_finished = 0;
211         self.pauserothealth_finished = 0;
212         self.pauseregen_finished = 0;
213         self.damageforcescale = 0;
214         self.death_time = 0;
215         self.respawn_flags = 0;
216         self.respawn_time = 0;
217         self.stat_respawn_time = 0;
218         self.alpha = 0;
219         self.scale = 0;
220         self.fade_time = 0;
221         self.pain_frame = 0;
222         self.pain_finished = 0;
223         self.strength_finished = 0;
224         self.invincible_finished = 0;
225         self.superweapons_finished = 0;
226         self.pushltime = 0;
227         self.istypefrag = 0;
228         self.think = func_null;
229         self.nextthink = 0;
230         self.hook_time = 0;
231         self.deadflag = DEAD_NO;
232         self.angles = spot.angles;
233         self.angles_z = 0;
234         self.fixangle = TRUE;
235         self.crouch = FALSE;
236         self.revival_time = 0;
237
238         setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
239         self.prevorigin = self.origin;
240         self.items = 0;
241         self.weapons = '0 0 0';
242         self.model = "";
243         FixPlayermodel();
244         setmodel(self, "null");
245         self.drawonlytoclient = self;
246
247         setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
248         self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
249
250         self.weapon = 0;
251         self.weaponname = "";
252         self.switchingweapon = 0;
253         self.weaponmodel = "";
254         self.weaponentity = world;
255         self.exteriorweaponentity = world;
256         self.killcount = -666;
257         self.velocity = '0 0 0';
258         self.avelocity = '0 0 0';
259         self.punchangle = '0 0 0';
260         self.punchvector = '0 0 0';
261         self.oldvelocity = self.velocity;
262         self.fire_endtime = -1;
263         self.event_damage = func_null;
264 }
265
266 .float model_randomizer;
267 void FixPlayermodel()
268 {
269         string defaultmodel;
270         float defaultskin, chmdl, oldskin, n, i;
271         vector m1, m2;
272
273         defaultmodel = "";
274         defaultskin = 0;
275         chmdl = FALSE;
276
277         if(autocvar_sv_defaultcharacter == 1)
278         {
279                 if(teamplay)
280                 {
281                         string s;
282                         s = Static_Team_ColorName_Lower(self.team);
283                         if(s != "neutral")
284                         {
285                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
286                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
287                         }
288                 }
289
290                 if(defaultmodel == "")
291                 {
292                         defaultmodel = autocvar_sv_defaultplayermodel;
293                         defaultskin = autocvar_sv_defaultplayerskin;
294                 }
295
296                 n = tokenize_console(defaultmodel);
297                 if(n > 0)
298                 {
299                         defaultmodel = argv(floor(n * self.model_randomizer));
300                         // However, do NOT randomize if the player-selected model is in the list.
301                         for (i = 0; i < n; ++i)
302                                 if ((argv(i) == self.playermodel && defaultskin == stof(self.playerskin)) || argv(i) == strcat(self.playermodel, ":", self.playerskin))
303                                         defaultmodel = argv(i);
304                 }
305
306                 i = strstrofs(defaultmodel, ":", 0);
307                 if(i >= 0)
308                 {
309                         defaultskin = stof(substring(defaultmodel, i+1, -1));
310                         defaultmodel = substring(defaultmodel, 0, i);
311                 }
312         }
313
314         if(defaultmodel != "")
315         {
316                 if (defaultmodel != self.model)
317                 {
318                         m1 = self.mins;
319                         m2 = self.maxs;
320                         setplayermodel (self, defaultmodel);
321                         setsize (self, m1, m2);
322                         chmdl = TRUE;
323                 }
324
325                 oldskin = self.skin;
326                 self.skin = defaultskin;
327         } else {
328                 if (self.playermodel != self.model || self.playermodel == "")
329                 {
330                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
331                         m1 = self.mins;
332                         m2 = self.maxs;
333                         setplayermodel (self, self.playermodel);
334                         setsize (self, m1, m2);
335                         chmdl = TRUE;
336                 }
337
338                 oldskin = self.skin;
339                 self.skin = stof(self.playerskin);
340         }
341
342         if(chmdl || oldskin != self.skin) // model or skin has changed
343         {
344                 self.species = player_getspecies(); // update species
345                 UpdatePlayerSounds(); // update skin sounds
346         }
347
348         if(!teamplay)
349                 if(strlen(autocvar_sv_defaultplayercolors))
350                         if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
351                                 setcolor(self, stof(autocvar_sv_defaultplayercolors));
352 }
353
354 /*
355 =============
356 PutClientInServer
357
358 Called when a client spawns in the server
359 =============
360 */
361 void PutClientInServer (void)
362 {
363         if(IS_BOT_CLIENT(self))
364                 self.classname = "player";
365         else if(IS_REAL_CLIENT(self))
366         {
367                 msg_entity = self;
368                 WriteByte(MSG_ONE, SVC_SETVIEW);
369                 WriteEntity(MSG_ONE, self);
370         }
371
372         SetSpectator(self, world);
373
374         // reset player keys
375         self.itemkeys = 0;
376
377         MUTATOR_CALLHOOK(PutClientInServer);
378
379         if(gameover)
380                 self.classname = "observer";
381
382         if(IS_PLAYER(self))
383         {
384                 entity spot, oldself;
385                 float j;
386
387                 accuracy_resend(self);
388
389                 if(self.team < 0)
390                         JoinBestTeam(self, FALSE, TRUE);
391
392                 spot = SelectSpawnPoint (FALSE);
393                 if(!spot)
394                 {
395                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
396                         return; // spawn failed
397                 }
398
399                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
400
401                 if(self.vehicle)
402                         vehicles_exit(VHEF_RELESE);
403
404                 self.classname = "player";
405                 self.wasplayer = TRUE;
406                 self.iscreature = TRUE;
407                 self.teleportable = TELEPORT_NORMAL;
408                 self.damagedbycontents = TRUE;
409                 self.movetype = MOVETYPE_WALK;
410                 self.solid = SOLID_SLIDEBOX;
411                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
412                 if(autocvar_g_playerclip_collisions)
413                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
414                 if(IS_BOT_CLIENT(self) && autocvar_g_botclip_collisions)
415                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
416                 self.frags = FRAGS_PLAYER;
417                 if(INDEPENDENT_PLAYERS)
418                         MAKE_INDEPENDENT_PLAYER(self);
419                 self.flags = FL_CLIENT;
420                 if(autocvar__notarget)
421                         self.flags |= FL_NOTARGET;
422                 self.takedamage = DAMAGE_AIM;
423                 self.effects = 0;
424                 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
425                 self.air_finished = time + 12;
426                 self.dmg = 2;
427                 if(WEP_CVAR(vortex, charge))
428                 {
429                         if(WEP_CVAR_SEC(vortex, chargepool))
430                                 self.vortex_chargepool_ammo = 1;
431                         self.vortex_charge = WEP_CVAR(vortex, charge_start);
432                 }
433
434                 if(warmup_stage)
435                 {
436                         self.ammo_shells = warmup_start_ammo_shells;
437                         self.ammo_nails = warmup_start_ammo_nails;
438                         self.ammo_rockets = warmup_start_ammo_rockets;
439                         self.ammo_cells = warmup_start_ammo_cells;
440                         self.ammo_plasma = warmup_start_ammo_plasma;
441                         self.ammo_fuel = warmup_start_ammo_fuel;
442                         self.health = warmup_start_health;
443                         self.armorvalue = warmup_start_armorvalue;
444                         self.weapons = WARMUP_START_WEAPONS;
445                 }
446                 else
447                 {
448                         self.ammo_shells = start_ammo_shells;
449                         self.ammo_nails = start_ammo_nails;
450                         self.ammo_rockets = start_ammo_rockets;
451                         self.ammo_cells = start_ammo_cells;
452                         self.ammo_plasma = start_ammo_plasma;
453                         self.ammo_fuel = start_ammo_fuel;
454                         self.health = start_health;
455                         self.armorvalue = start_armorvalue;
456                         self.weapons = start_weapons;
457                 }
458
459                 if(self.weapons & WEPSET_SUPERWEAPONS)
460                         self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
461                 else
462                         self.superweapons_finished = 0;
463
464                 if(g_weaponarena_random) // WEAPONTODO: more stuff that should be in a mutator. also: rename those cvars
465                 {
466                         if(g_weaponarena_random_with_blaster)
467                                 self.weapons &= ~WEPSET_BLASTER;
468                         W_RandomWeapons(self, g_weaponarena_random);
469                         if(g_weaponarena_random_with_blaster)
470                                 self.weapons |= WEPSET_BLASTER;
471                 }
472
473                 self.items = start_items;
474
475                 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
476                 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
477                 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
478                 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
479                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
480                 //extend the pause of rotting if client was reset at the beginning of the countdown
481                 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
482                         self.spawnshieldtime += game_starttime - time;
483                         self.pauserotarmor_finished += game_starttime - time;
484                         self.pauserothealth_finished += game_starttime - time;
485                         self.pauseregen_finished += game_starttime - time;
486                 }
487                 self.damageforcescale = 2;
488                 self.death_time = 0;
489                 self.respawn_flags = 0;
490                 self.respawn_time = 0;
491                 self.stat_respawn_time = 0;
492                 self.scale = 0;
493                 self.fade_time = 0;
494                 self.pain_frame = 0;
495                 self.pain_finished = 0;
496                 self.strength_finished = 0;
497                 self.invincible_finished = 0;
498                 self.pushltime = 0;
499                 // players have no think function
500                 self.think = func_null;
501                 self.nextthink = 0;
502                 self.hook_time = 0;
503                 self.dmg_team = 0;
504                 self.ballistics_density = autocvar_g_ballistics_density_player;
505
506                 self.metertime = 0;
507
508                 self.deadflag = DEAD_NO;
509
510                 self.angles = spot.angles;
511
512                 self.angles_z = 0; // never spawn tilted even if the spot says to
513                 if(IS_BOT_CLIENT(self))
514                         self.v_angle = self.angles;
515                 self.fixangle = TRUE; // turn this way immediately
516                 self.velocity = '0 0 0';
517                 self.avelocity = '0 0 0';
518                 self.punchangle = '0 0 0';
519                 self.punchvector = '0 0 0';
520                 self.oldvelocity = self.velocity;
521                 self.fire_endtime = -1;
522                 self.revival_time = 0;
523
524                 entity spawnevent = spawn();
525                 spawnevent.owner = self;
526                 Net_LinkEntity(spawnevent, FALSE, 0.5, SpawnEvent_Send);
527
528                 // Cut off any still running player sounds.
529                 stopsound(self, CH_PLAYER_SINGLE);
530
531                 self.model = "";
532                 FixPlayermodel();
533                 self.drawonlytoclient = world;
534
535                 self.crouch = FALSE;
536                 self.view_ofs = PL_VIEW_OFS;
537                 setsize (self, PL_MIN, PL_MAX);
538                 self.spawnorigin = spot.origin;
539                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
540                 // don't reset back to last position, even if new position is stuck in solid
541                 self.oldorigin = self.origin;
542                 self.prevorigin = self.origin;
543                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
544                 self.lastteleporttime = time; // prevent insane speeds due to changing origin
545         self.hud = HUD_NORMAL;
546
547                 self.event_damage = PlayerDamage;
548
549                 self.bot_attack = TRUE;
550                 self.monster_attack = TRUE;
551                 
552                 self.spider_slowness = 0;
553
554                 self.statdraintime = time + 5;
555                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
556
557                 if(self.killcount == -666) {
558                         PlayerScore_Clear(self);
559                         self.killcount = 0;
560                 }
561
562                 CL_SpawnWeaponentity();
563                 self.alpha = default_player_alpha;
564                 self.colormod = '1 1 1' * autocvar_g_player_brightness;
565                 self.exteriorweaponentity.alpha = default_weapon_alpha;
566
567                 self.speedrunning = FALSE;
568
569                 //stuffcmd(self, "chase_active 0");
570                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
571
572                 target_voicescript_clear(self);
573
574                 // reset fields the weapons may use
575                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
576                 {
577                         WEP_ACTION(j, WR_RESETPLAYER);
578
579                         // all weapons must be fully loaded when we spawn
580                         entity e;
581                         e = get_weaponinfo(j);
582                         if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
583                                 self.(weapon_load[j]) = e.reloading_ammo;
584                 }
585
586                 oldself = self;
587                 self = spot;
588                         activator = oldself;
589                                 string s;
590                                 s = self.target;
591                                 self.target = string_null;
592                                 SUB_UseTargets();
593                                 self.target = s;
594                         activator = world;
595                 self = oldself;
596
597                 Unfreeze(self);
598
599                 spawn_spot = spot;
600                 MUTATOR_CALLHOOK(PlayerSpawn);
601
602                 if(autocvar_spawn_debug)
603                 {
604                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
605                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
606                 }
607
608                 self.switchweapon = w_getbestweapon(self);
609                 self.cnt = -1; // W_LastWeapon will not complain
610                 self.weapon = 0;
611                 self.weaponname = "";
612                 self.switchingweapon = 0;
613
614                 if(!warmup_stage)
615                         if(!self.alivetime)
616                                 self.alivetime = time;
617
618                 antilag_clear(self);
619         }
620         else if(IS_OBSERVER(self))
621         {
622                 PutObserverInServer ();
623         }
624 }
625
626 .float ebouncefactor, ebouncestop; // electro's values
627 // TODO do we need all these fields, or should we stop autodetecting runtime
628 // changes and just have a console command to update this?
629 float ClientInit_SendEntity(entity to, float sf)
630 {
631         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
632         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
633         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
634         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
635         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
636         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
637         WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[0]));
638         WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[1]));
639         WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[2]));
640         WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[3]));
641
642         if(sv_foginterval && world.fog != "")
643                 WriteString(MSG_ENTITY, world.fog);
644         else
645                 WriteString(MSG_ENTITY, "");
646         WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
647         WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_mortar_bouncefactor // WEAPONTODO
648         WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_mortar_bouncestop
649         WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_mortar_bouncefactor
650         WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_mortar_bouncestop
651         WriteByte(MSG_ENTITY, WEP_CVAR(vortex, secondary)); // client has to know if it should zoom or not // WEAPONTODO
652         WriteByte(MSG_ENTITY, WEP_CVAR(rifle, secondary)); // client has to know if it should zoom or not // WEAPONTODO
653         WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
654         WriteByte(MSG_ENTITY, WEP_CVAR(minelayer, limit)); // minelayer max mines // WEAPONTODO
655         WriteByte(MSG_ENTITY, WEP_CVAR_SEC(hagar, load_max)); // hagar max loadable rockets // WEAPONTODO
656         WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
657         WriteByte(MSG_ENTITY, WEP_CVAR(porto, secondary)); // WEAPONTODO
658         return TRUE;
659 }
660
661 void ClientInit_CheckUpdate()
662 {
663         self.nextthink = time;
664         if(self.count != autocvar_g_balance_armor_blockpercent)
665         {
666                 self.count = autocvar_g_balance_armor_blockpercent;
667                 self.SendFlags |= 1;
668         }
669         if(self.bouncefactor != autocvar_g_balance_mortar_bouncefactor) // WEAPONTODO
670         {
671                 self.bouncefactor = autocvar_g_balance_mortar_bouncefactor;
672                 self.SendFlags |= 1;
673         }
674         if(self.bouncestop != autocvar_g_balance_mortar_bouncestop)
675         {
676                 self.bouncestop = autocvar_g_balance_mortar_bouncestop;
677                 self.SendFlags |= 1;
678         }
679         if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
680         {
681                 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
682                 self.SendFlags |= 1;
683         }
684         if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
685         {
686                 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
687                 self.SendFlags |= 1;
688         }
689 }
690
691 void ClientInit_Spawn()
692 {
693         entity o;
694         entity e;
695         e = spawn();
696         e.classname = "clientinit";
697         e.think = ClientInit_CheckUpdate;
698         Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
699
700         o = self;
701         self = e;
702         ClientInit_CheckUpdate();
703         self = o;
704 }
705
706 /*
707 =============
708 SetNewParms
709 =============
710 */
711 void SetNewParms (void)
712 {
713         // initialize parms for a new player
714         parm1 = -(86400 * 366);
715 }
716
717 /*
718 =============
719 SetChangeParms
720 =============
721 */
722 void SetChangeParms (void)
723 {
724         // save parms for level change
725         parm1 = self.parm_idlesince - time;
726 }
727
728 /*
729 =============
730 DecodeLevelParms
731 =============
732 */
733 void DecodeLevelParms (void)
734 {
735         // load parms
736         self.parm_idlesince = parm1;
737         if(self.parm_idlesince == -(86400 * 366))
738                 self.parm_idlesince = time;
739
740         // whatever happens, allow 60 seconds of idling directly after connect for map loading
741         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
742 }
743
744 /*
745 =============
746 ClientKill
747
748 Called when a client types 'kill' in the console
749 =============
750 */
751
752 .float clientkill_nexttime;
753 void ClientKill_Now_TeamChange()
754 {
755         if(self.killindicator_teamchange == -1)
756         {
757                 JoinBestTeam( self, FALSE, TRUE );
758         }
759         else if(self.killindicator_teamchange == -2)
760         {
761                 if(blockSpectators)
762                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
763                 PutObserverInServer();
764         }
765         else
766                 SV_ChangeTeam(self.killindicator_teamchange - 1);
767         self.killindicator_teamchange = 0;
768 }
769
770 void ClientKill_Now()
771 {
772         if(self.vehicle)
773         {
774             vehicles_exit(VHEF_RELESE);
775             if(!self.killindicator_teamchange)
776             {
777             self.vehicle_health = -1;
778             Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
779             }
780         }
781
782         if(self.killindicator && !wasfreed(self.killindicator))
783                 remove(self.killindicator);
784
785         self.killindicator = world;
786
787         if(self.killindicator_teamchange)
788                 ClientKill_Now_TeamChange();
789
790         if(IS_PLAYER(self))
791                 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
792
793         // now I am sure the player IS dead
794 }
795 void KillIndicator_Think()
796 {
797         if (gameover)
798         {
799                 self.owner.killindicator = world;
800                 remove(self);
801                 return;
802         }
803
804         if (self.owner.alpha < 0 && !self.owner.vehicle)
805         {
806                 self.owner.killindicator = world;
807                 remove(self);
808                 return;
809         }
810
811         if(self.cnt <= 0)
812         {
813                 self = self.owner;
814                 ClientKill_Now(); // no oldself needed
815                 return;
816         }
817     else if(g_cts && self.health == 1) // health == 1 means that it's silent
818     {
819         self.nextthink = time + 1;
820         self.cnt -= 1;
821     }
822         else
823         {
824                 if(self.cnt <= 10)
825                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
826                 if(IS_REAL_CLIENT(self.owner))
827                 {
828                         if(self.cnt <= 10)
829                                 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
830                 }
831                 self.nextthink = time + 1;
832                 self.cnt -= 1;
833         }
834 }
835
836 float clientkilltime;
837 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
838 {
839         float killtime;
840         float starttime;
841         entity e;
842
843         if (gameover)
844                 return;
845
846         killtime = autocvar_g_balance_kill_delay;
847
848         if(g_race_qualifying || g_cts)
849                 killtime = 0;
850
851     if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
852     {
853                 remove(self.killindicator);
854                 self.killindicator = world;
855
856         ClientKill_Now(); // allow instant kill in this case
857         return;
858     }
859
860         self.killindicator_teamchange = targetteam;
861
862     if(!self.killindicator)
863         {
864                 if(self.deadflag == DEAD_NO)
865                 {
866                         killtime = max(killtime, self.clientkill_nexttime - time);
867                         self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
868                 }
869
870                 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
871                 {
872                         ClientKill_Now();
873                 }
874                 else
875                 {
876                         starttime = max(time, clientkilltime);
877
878                         self.killindicator = spawn();
879                         self.killindicator.owner = self;
880                         self.killindicator.scale = 0.5;
881                         setattachment(self.killindicator, self, "");
882                         setorigin(self.killindicator, '0 0 52');
883                         self.killindicator.think = KillIndicator_Think;
884                         self.killindicator.nextthink = starttime + (self.lip) * 0.05;
885                         clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
886                         self.killindicator.cnt = ceil(killtime);
887                         self.killindicator.count = bound(0, ceil(killtime), 10);
888                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
889
890                         for(e = world; (e = find(e, classname, "body")) != world; )
891                         {
892                                 if(e.enemy != self)
893                                         continue;
894                                 e.killindicator = spawn();
895                                 e.killindicator.owner = e;
896                                 e.killindicator.scale = 0.5;
897                                 setattachment(e.killindicator, e, "");
898                                 setorigin(e.killindicator, '0 0 52');
899                                 e.killindicator.think = KillIndicator_Think;
900                                 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
901                                 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
902                                 e.killindicator.cnt = ceil(killtime);
903                         }
904                         self.lip = 0;
905                 }
906         }
907         if(self.killindicator)
908         {
909                 if(targetteam == 0) // just die
910                 {
911                         self.killindicator.colormod = '0 0 0';
912                         if(IS_REAL_CLIENT(self))
913                         if(self.killindicator.cnt > 0)
914                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
915                 }
916                 else if(targetteam == -1) // auto
917                 {
918                         self.killindicator.colormod = '0 1 0';
919                         if(IS_REAL_CLIENT(self))
920                         if(self.killindicator.cnt > 0)
921                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
922                 }
923                 else if(targetteam == -2) // spectate
924                 {
925                         self.killindicator.colormod = '0.5 0.5 0.5';
926                         if(IS_REAL_CLIENT(self))
927                         if(self.killindicator.cnt > 0)
928                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
929                 }
930                 else
931                 {
932                         self.killindicator.colormod = Team_ColorRGB(targetteam);
933                         if(IS_REAL_CLIENT(self))
934                         if(self.killindicator.cnt > 0)
935                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
936                 }
937         }
938
939 }
940
941 void ClientKill (void)
942 {
943         if(gameover) return;
944         if(self.player_blocked) return;
945         if(self.frozen) return;
946
947         ClientKill_TeamChange(0);
948 }
949
950 void CTS_ClientKill (entity e) // silent version of ClientKill, used when player finishes a CTS run. Useful to prevent cheating by running back to the start line and starting out with more speed
951 {
952     e.killindicator = spawn();
953     e.killindicator.owner = e;
954     e.killindicator.think = KillIndicator_Think;
955     e.killindicator.nextthink = time + (e.lip) * 0.05;
956     e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
957     e.killindicator.health = 1; // this is used to indicate that it should be silent
958     e.lip = 0;
959 }
960
961 void FixClientCvars(entity e)
962 {
963         // send prediction settings to the client
964         stuffcmd(e, "\nin_bindmap 0 0\n");
965         if(g_race || g_cts)
966                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
967         if(autocvar_g_antilag == 3) // client side hitscan
968                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
969         if(autocvar_sv_gentle)
970                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
971         /*
972          * we no longer need to stuff this. Remove this comment block if you feel
973          * 2.3 and higher (or was it 2.2.3?) don't need these any more
974         stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
975         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
976         stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
977         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
978         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
979         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
980         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
981         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
982         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
983         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
984         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
985         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
986         stuffcmd(e, "cl_movement_edgefriction 1\n");
987          */
988 }
989
990 float PlayerInIDList(entity p, string idlist)
991 {
992         float n, i;
993         string s;
994
995         // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
996         if (!p.crypto_idfp)
997                 return 0;
998
999         // this function allows abbreviated player IDs too!
1000         n = tokenize_console(idlist);
1001         for(i = 0; i < n; ++i)
1002         {
1003                 s = argv(i);
1004                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1005                         return 1;
1006         }
1007
1008         return 0;
1009 }
1010
1011 /*
1012 =============
1013 ClientConnect
1014
1015 Called when a client connects to the server
1016 =============
1017 */
1018 void DecodeLevelParms (void);
1019 //void dom_player_join_team(entity pl);
1020 void set_dom_state(entity e);
1021 void ClientConnect (void)
1022 {
1023         float t;
1024
1025         if(IS_CLIENT(self))
1026         {
1027                 print("Warning: ClientConnect, but already connected!\n");
1028                 return;
1029         }
1030
1031         if(Ban_MaybeEnforceBanOnce(self))
1032                 return;
1033
1034         DecodeLevelParms();
1035
1036 #ifdef WATERMARK
1037         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1038 #endif
1039
1040         self.classname = "player_joining";
1041
1042         self.flags = FL_CLIENT;
1043         self.version_nagtime = time + 10 + random() * 10;
1044
1045         if(player_count<0)
1046         {
1047                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1048                 player_count = 0;
1049         }
1050
1051         PlayerScore_Attach(self);
1052         ClientData_Attach();
1053         accuracy_init(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 = "observer";
1107         } else {
1108                 if(teamplay)
1109                 {
1110                         if(autocvar_g_balance_teams)
1111                         {
1112                                 self.classname = "player";
1113                                 campaign_bots_may_start = 1;
1114                         }
1115                         else
1116                         {
1117                                 self.classname = "observer"; // do it anyway
1118                         }
1119                 }
1120                 else
1121                 {
1122                         self.classname = "player";
1123                         campaign_bots_may_start = 1;
1124                 }
1125         }
1126
1127         self.playerid = (playerid_last = playerid_last + 1);
1128
1129         PlayerStats_AddEvent(sprintf("kills-%d", self.playerid));
1130
1131     if(IS_BOT_CLIENT(self))
1132         PlayerStats_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         // get version info from player
1160         stuffcmd(self, "cmd clientversion $gameversion\n");
1161
1162         // get other cvars from player
1163         GetCvars(0);
1164
1165         // notify about available teams
1166         if(teamplay)
1167         {
1168                 CheckAllowedTeams(self);
1169                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1170                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1171         }
1172         else
1173                 stuffcmd(self, "set _teams_available 0\n");
1174
1175         attach_entcs();
1176
1177         bot_relinkplayerlist();
1178
1179         self.spectatortime = time;
1180         if(blockSpectators)
1181         {
1182                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1183         }
1184
1185         self.jointime = time;
1186         self.allowed_timeouts = autocvar_sv_timeout_number;
1187
1188         if(IS_REAL_CLIENT(self))
1189         {
1190                 if(!autocvar_g_campaign)
1191                 {
1192                         self.motd_actived_time = -1;
1193                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1194                 }
1195
1196                 if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET_TUBA))
1197                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1198         }
1199
1200         if(!sv_foginterval && world.fog != "")
1201                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1202
1203         W_HitPlotOpen(self);
1204
1205         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
1206                 send_CSQC_teamnagger();
1207
1208         CheatInitClient();
1209
1210         CSQCMODEL_AUTOINIT();
1211
1212         self.model_randomizer = random();
1213
1214         if(IS_REAL_CLIENT(self))
1215                 sv_notice_join();
1216
1217         MUTATOR_CALLHOOK(ClientConnect);
1218 }
1219 /*
1220 =============
1221 ClientDisconnect
1222
1223 Called when a client disconnects from the server
1224 =============
1225 */
1226 .entity chatbubbleentity;
1227 void ReadyCount();
1228 void ClientDisconnect (void)
1229 {
1230         if(self.vehicle)
1231             vehicles_exit(VHEF_RELESE);
1232
1233         if (!IS_CLIENT(self))
1234         {
1235                 print("Warning: ClientDisconnect without ClientConnect\n");
1236                 return;
1237         }
1238
1239         if(IS_PLAYER(self)) { pointparticles(particleeffectnum("spawn_event_neutral"), self.origin, '0 0 0', 1); }
1240
1241         PlayerStats_AddGlobalInfo(self);
1242
1243         CheatShutdownClient();
1244
1245         W_HitPlotClose(self);
1246
1247         anticheat_report();
1248         anticheat_shutdown();
1249
1250         playerdemo_shutdown();
1251
1252         bot_clientdisconnect();
1253
1254         if(self.entcs)
1255                 detach_entcs();
1256
1257         if(autocvar_sv_eventlog)
1258                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1259
1260         Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1261
1262         MUTATOR_CALLHOOK(ClientDisconnect);
1263
1264         Portal_ClearAll(self);
1265
1266         Unfreeze(self);
1267
1268         RemoveGrapplingHook(self);
1269
1270         // Here, everything has been done that requires this player to be a client.
1271
1272         self.flags &= ~FL_CLIENT;
1273
1274         if (self.chatbubbleentity)
1275                 remove (self.chatbubbleentity);
1276
1277         if (self.killindicator)
1278                 remove (self.killindicator);
1279
1280         WaypointSprite_PlayerGone();
1281
1282         bot_relinkplayerlist();
1283
1284         accuracy_free(self);
1285         ClientData_Detach();
1286         PlayerScore_Detach(self);
1287
1288         if(self.netname_previous)
1289                 strunzone(self.netname_previous);
1290         if(self.clientstatus)
1291                 strunzone(self.clientstatus);
1292         if(self.weaponorder_byimpulse)
1293                 strunzone(self.weaponorder_byimpulse);
1294
1295         ClearPlayerSounds();
1296
1297         if(self.personal)
1298                 remove(self.personal);
1299
1300         self.playerid = 0;
1301         ReadyCount();
1302
1303         // free cvars
1304         GetCvars(-1);
1305 }
1306
1307 .float BUTTON_CHAT;
1308 void ChatBubbleThink()
1309 {
1310         self.nextthink = time;
1311         if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1312         {
1313                 if(self.owner) // but why can that ever be world?
1314                         self.owner.chatbubbleentity = world;
1315                 remove(self);
1316                 return;
1317         }
1318         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1319 #ifdef TETRIS
1320                 || self.owner.tetris_on
1321 #endif
1322         )
1323                 self.model = self.mdl;
1324         else
1325                 self.model = "";
1326 }
1327
1328 void UpdateChatBubble()
1329 {
1330         if (self.alpha < 0)
1331                 return;
1332         // spawn a chatbubble entity if needed
1333         if (!self.chatbubbleentity)
1334         {
1335                 self.chatbubbleentity = spawn();
1336                 self.chatbubbleentity.owner = self;
1337                 self.chatbubbleentity.exteriormodeltoclient = self;
1338                 self.chatbubbleentity.think = ChatBubbleThink;
1339                 self.chatbubbleentity.nextthink = time;
1340                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1341                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1342                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1343                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1344                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1345                 self.chatbubbleentity.model = "";
1346                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1347         }
1348 }
1349
1350
1351 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1352 // added to the model skins
1353 /*void UpdateColorModHack()
1354 {
1355         float c;
1356         c = self.clientcolors & 15;
1357         // LordHavoc: only bothering to support white, green, red, yellow, blue
1358              if (!teamplay) self.colormod = '0 0 0';
1359         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1360         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1361         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1362         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1363         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1364         else self.colormod = '1 1 1';
1365 }*/
1366
1367 void respawn(void)
1368 {
1369         if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1370         {
1371                 self.solid = SOLID_NOT;
1372                 self.takedamage = DAMAGE_NO;
1373                 self.movetype = MOVETYPE_FLY;
1374                 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1375                 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1376                 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1377                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1378                 if(autocvar_g_respawn_ghosts_maxtime)
1379                         SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1380         }
1381
1382         CopyBody(1);
1383
1384         self.effects |= EF_NODRAW; // prevent another CopyBody
1385         PutClientInServer();
1386 }
1387
1388 void play_countdown(float finished, string samp)
1389 {
1390         if(IS_REAL_CLIENT(self))
1391                 if(floor(finished - time - frametime) != floor(finished - time))
1392                         if(finished - time < 6)
1393                                 sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1394 }
1395
1396 void player_powerups (void)
1397 {
1398         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1399         olditems = self.items;
1400
1401         if((self.items & IT_USING_JETPACK) && !self.deadflag && !gameover)
1402                 self.modelflags |= MF_ROCKET;
1403         else
1404                 self.modelflags &= ~MF_ROCKET;
1405
1406         self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1407
1408         if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1409                 return;
1410
1411         Fire_ApplyDamage(self);
1412         Fire_ApplyEffect(self);
1413
1414         if (!g_instagib)
1415         {
1416                 if (self.items & IT_STRENGTH)
1417                 {
1418                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1419                         self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1420                         if (time > self.strength_finished)
1421                         {
1422                                 self.items = self.items - (self.items & IT_STRENGTH);
1423                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1424                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1425                         }
1426                 }
1427                 else
1428                 {
1429                         if (time < self.strength_finished)
1430                         {
1431                                 self.items = self.items | IT_STRENGTH;
1432                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1433                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1434                         }
1435                 }
1436                 if (self.items & IT_INVINCIBLE)
1437                 {
1438                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1439                         self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1440                         if (time > self.invincible_finished)
1441                         {
1442                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1443                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1444                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1445                         }
1446                 }
1447                 else
1448                 {
1449                         if (time < self.invincible_finished)
1450                         {
1451                                 self.items = self.items | IT_INVINCIBLE;
1452                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1453                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1454                         }
1455                 }
1456                 if (self.items & IT_SUPERWEAPON)
1457                 {
1458                         if (!(self.weapons & WEPSET_SUPERWEAPONS))
1459                         {
1460                                 self.superweapons_finished = 0;
1461                                 self.items = self.items - (self.items & IT_SUPERWEAPON);
1462                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1463                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1464                         }
1465                         else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1466                         {
1467                                 // don't let them run out
1468                         }
1469                         else
1470                         {
1471                                 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1472                                 if (time > self.superweapons_finished)
1473                                 {
1474                                         self.items = self.items - (self.items & IT_SUPERWEAPON);
1475                                         self.weapons &= ~WEPSET_SUPERWEAPONS;
1476                                         //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1477                                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1478                                 }
1479                         }
1480                 }
1481                 else if(self.weapons & WEPSET_SUPERWEAPONS)
1482                 {
1483                         if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1484                         {
1485                                 self.items = self.items | IT_SUPERWEAPON;
1486                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1487                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1488                         }
1489                         else
1490                         {
1491                                 self.superweapons_finished = 0;
1492                                 self.weapons &= ~WEPSET_SUPERWEAPONS;
1493                         }
1494                 }
1495                 else
1496                 {
1497                         self.superweapons_finished = 0;
1498                 }
1499         }
1500
1501         if(autocvar_g_nodepthtestplayers)
1502                 self.effects = self.effects | EF_NODEPTHTEST;
1503
1504         if(autocvar_g_fullbrightplayers)
1505                 self.effects = self.effects | EF_FULLBRIGHT;
1506
1507         if (time >= game_starttime)
1508         if (time < self.spawnshieldtime)
1509                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1510
1511         MUTATOR_CALLHOOK(PlayerPowerups);
1512 }
1513
1514 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1515 {
1516         if(current > stable)
1517                 return current;
1518         else if(current > stable - 0.25) // when close enough, "snap"
1519                 return stable;
1520         else
1521                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1522 }
1523
1524 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1525 {
1526         if(current < stable)
1527                 return current;
1528         else if(current < stable + 0.25) // when close enough, "snap"
1529                 return stable;
1530         else
1531                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1532 }
1533
1534 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1535 {
1536         if(current > rotstable)
1537         {
1538                 if(rotframetime > 0)
1539                 {
1540                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1541                         current = max(rotstable, current - rotlinear * rotframetime);
1542                 }
1543         }
1544         else if(current < regenstable)
1545         {
1546                 if(regenframetime > 0)
1547                 {
1548                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1549                         current = min(regenstable, current + regenlinear * regenframetime);
1550                 }
1551         }
1552
1553         if(current > limit)
1554                 current = limit;
1555
1556         return current;
1557 }
1558
1559 void player_regen (void)
1560 {
1561         float max_mod, regen_mod, rot_mod, limit_mod;
1562         max_mod = regen_mod = rot_mod = limit_mod = 1;
1563         regen_mod_max = max_mod;
1564         regen_mod_regen = regen_mod;
1565         regen_mod_rot = rot_mod;
1566         regen_mod_limit = limit_mod;
1567         if(!MUTATOR_CALLHOOK(PlayerRegen))
1568         if(!self.frozen)
1569         {
1570                 float minh, mina, maxh, maxa, limith, limita;
1571                 maxh = autocvar_g_balance_health_rotstable;
1572                 maxa = autocvar_g_balance_armor_rotstable;
1573                 minh = autocvar_g_balance_health_regenstable;
1574                 mina = autocvar_g_balance_armor_regenstable;
1575                 limith = autocvar_g_balance_health_limit;
1576                 limita = autocvar_g_balance_armor_limit;
1577                 
1578                 max_mod = regen_mod_max;
1579                 regen_mod = regen_mod_regen;
1580                 rot_mod = regen_mod_rot;
1581                 limit_mod = regen_mod_limit;
1582
1583                 maxh = maxh * max_mod;
1584                 minh = minh * max_mod;
1585                 limith = limith * limit_mod;
1586                 limita = limita * limit_mod;
1587
1588                 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);
1589                 self.health = CalcRotRegen(self.health, minh, autocvar_g_balance_health_regen, autocvar_g_balance_health_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished), maxh, autocvar_g_balance_health_rot, autocvar_g_balance_health_rotlinear, rot_mod * frametime * (time > self.pauserothealth_finished), limith);
1590         }
1591
1592         // if player rotted to death...  die!
1593         // check this outside above checks, as player may still be able to rot to death
1594         if(self.health < 1)
1595                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1596
1597         if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1598         {
1599                 float minf, maxf, limitf;
1600
1601                 maxf = autocvar_g_balance_fuel_rotstable;
1602                 minf = autocvar_g_balance_fuel_regenstable;
1603                 limitf = autocvar_g_balance_fuel_limit;
1604
1605                 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > self.pauseregen_finished) * ((self.items & IT_FUEL_REGEN) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > self.pauserotfuel_finished), limitf);
1606         }
1607 }
1608
1609 float zoomstate_set;
1610 void SetZoomState(float z)
1611 {
1612         if(z != self.zoomstate)
1613         {
1614                 self.zoomstate = z;
1615                 ClientData_Touch(self);
1616         }
1617         zoomstate_set = 1;
1618 }
1619
1620 void GetPressedKeys(void) {
1621         MUTATOR_CALLHOOK(GetPressedKeys);
1622         if (self.movement_x > 0) // get if movement keys are pressed
1623         {       // forward key pressed
1624                 self.pressedkeys |= KEY_FORWARD;
1625                 self.pressedkeys &= ~KEY_BACKWARD;
1626         }
1627         else if (self.movement_x < 0)
1628         {       // backward key pressed
1629                 self.pressedkeys |= KEY_BACKWARD;
1630                 self.pressedkeys &= ~KEY_FORWARD;
1631         }
1632         else
1633         {       // no x input
1634                 self.pressedkeys &= ~KEY_FORWARD;
1635                 self.pressedkeys &= ~KEY_BACKWARD;
1636         }
1637
1638         if (self.movement_y > 0)
1639         {       // right key pressed
1640                 self.pressedkeys |= KEY_RIGHT;
1641                 self.pressedkeys &= ~KEY_LEFT;
1642         }
1643         else if (self.movement_y < 0)
1644         {       // left key pressed
1645                 self.pressedkeys |= KEY_LEFT;
1646                 self.pressedkeys &= ~KEY_RIGHT;
1647         }
1648         else
1649         {       // no y input
1650                 self.pressedkeys &= ~KEY_RIGHT;
1651                 self.pressedkeys &= ~KEY_LEFT;
1652         }
1653
1654         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
1655                 self.pressedkeys |= KEY_JUMP;
1656         else
1657                 self.pressedkeys &= ~KEY_JUMP;
1658         if (self.BUTTON_CROUCH)
1659                 self.pressedkeys |= KEY_CROUCH;
1660         else
1661                 self.pressedkeys &= ~KEY_CROUCH;
1662
1663         if (self.BUTTON_ATCK)
1664                 self.pressedkeys |= KEY_ATCK;
1665         else
1666                 self.pressedkeys &= ~KEY_ATCK;
1667         if (self.BUTTON_ATCK2)
1668                 self.pressedkeys |= KEY_ATCK2;
1669         else
1670                 self.pressedkeys &= ~KEY_ATCK2;
1671 }
1672
1673 /*
1674 ======================
1675 spectate mode routines
1676 ======================
1677 */
1678
1679 void SpectateCopy(entity spectatee) {
1680         other = spectatee;
1681         MUTATOR_CALLHOOK(SpectateCopy);
1682         self.armortype = spectatee.armortype;
1683         self.armorvalue = spectatee.armorvalue;
1684         self.ammo_cells = spectatee.ammo_cells;
1685         self.ammo_plasma = spectatee.ammo_plasma;
1686         self.ammo_shells = spectatee.ammo_shells;
1687         self.ammo_nails = spectatee.ammo_nails;
1688         self.ammo_rockets = spectatee.ammo_rockets;
1689         self.ammo_fuel = spectatee.ammo_fuel;
1690         self.clip_load = spectatee.clip_load;
1691         self.clip_size = spectatee.clip_size;
1692         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1693         self.health = spectatee.health;
1694         self.impulse = 0;
1695         self.items = spectatee.items;
1696         self.last_pickup = spectatee.last_pickup;
1697         self.hit_time = spectatee.hit_time;
1698         self.metertime = spectatee.metertime;
1699         self.strength_finished = spectatee.strength_finished;
1700         self.invincible_finished = spectatee.invincible_finished;
1701         self.pressedkeys = spectatee.pressedkeys;
1702         self.weapons = spectatee.weapons;
1703         self.switchweapon = spectatee.switchweapon;
1704         self.switchingweapon = spectatee.switchingweapon;
1705         self.weapon = spectatee.weapon;
1706         self.vortex_charge = spectatee.vortex_charge;
1707         self.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1708         self.hagar_load = spectatee.hagar_load;
1709         self.arc_heat_percent = spectatee.arc_heat_percent;
1710         self.minelayer_mines = spectatee.minelayer_mines;
1711         self.punchangle = spectatee.punchangle;
1712         self.view_ofs = spectatee.view_ofs;
1713         self.velocity = spectatee.velocity;
1714         self.dmg_take = spectatee.dmg_take;
1715         self.dmg_save = spectatee.dmg_save;
1716         self.dmg_inflictor = spectatee.dmg_inflictor;
1717         self.v_angle = spectatee.v_angle;
1718         self.angles = spectatee.v_angle;
1719         self.frozen = spectatee.frozen;
1720         self.revive_progress = spectatee.revive_progress;
1721         if(!self.BUTTON_USE)
1722                 self.fixangle = TRUE;
1723         setorigin(self, spectatee.origin);
1724         setsize(self, spectatee.mins, spectatee.maxs);
1725         SetZoomState(spectatee.zoomstate);
1726
1727     anticheat_spectatecopy(spectatee);
1728         self.hud = spectatee.hud;
1729         if(spectatee.vehicle)
1730     {
1731         self.fixangle = FALSE;
1732         //self.velocity = spectatee.vehicle.velocity;
1733         self.vehicle_health = spectatee.vehicle_health;
1734         self.vehicle_shield = spectatee.vehicle_shield;
1735         self.vehicle_energy = spectatee.vehicle_energy;
1736         self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1737         self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1738         self.vehicle_reload1 = spectatee.vehicle_reload1;
1739         self.vehicle_reload2 = spectatee.vehicle_reload2;
1740
1741         msg_entity = self;
1742
1743         WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1744             WriteAngle(MSG_ONE,  spectatee.v_angle_x);
1745             WriteAngle(MSG_ONE,  spectatee.v_angle_y);
1746             WriteAngle(MSG_ONE,  spectatee.v_angle_z);
1747
1748         //WriteByte (MSG_ONE, SVC_SETVIEW);
1749         //    WriteEntity(MSG_ONE, self);
1750         //makevectors(spectatee.v_angle);
1751         //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1752     }
1753 }
1754
1755 float SpectateUpdate()
1756 {
1757         if(!self.enemy)
1758             return 0;
1759
1760         if(!IS_PLAYER(self.enemy) || self == self.enemy)
1761         {
1762                 SetSpectator(self, world);
1763                 return 0;
1764         }
1765
1766         SpectateCopy(self.enemy);
1767
1768         return 1;
1769 }
1770
1771
1772 float SpectateSet()
1773 {
1774         if(self.enemy.classname != "player")
1775                 return FALSE;
1776         /*if(self.enemy.vehicle)
1777         {
1778
1779                 msg_entity = self;
1780                 WriteByte(MSG_ONE, SVC_SETVIEW);
1781                 WriteEntity(MSG_ONE, self.enemy);
1782                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1783
1784                 self.movetype = MOVETYPE_NONE;
1785                 accuracy_resend(self);
1786         }
1787         else
1788         {*/
1789                 msg_entity = self;
1790                 WriteByte(MSG_ONE, SVC_SETVIEW);
1791                 WriteEntity(MSG_ONE, self.enemy);
1792                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1793                 self.movetype = MOVETYPE_NONE;
1794                 accuracy_resend(self);
1795
1796                 if(!SpectateUpdate())
1797                         PutObserverInServer();
1798         //}
1799         return TRUE;
1800 }
1801
1802 void SetSpectator(entity player, entity spectatee)
1803 {
1804         entity old_spectatee = player.enemy;
1805
1806         player.enemy = spectatee;
1807
1808         // WEAPONTODO
1809         // these are required to fix the spectator bug with arc
1810         if(old_spectatee && old_spectatee.arc_beam) { old_spectatee.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1811         if(player.enemy && player.enemy.arc_beam) { player.enemy.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1812 }
1813
1814 float Spectate(entity pl)
1815 {
1816         if(g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1817         if(pl.team != self.team)
1818                 return 0;
1819
1820         SetSpectator(self, pl);
1821         return SpectateSet();
1822 }
1823
1824 // Returns next available player to spectate if g_ca_spectate_enemies == 0
1825 entity CA_SpectateNext(entity start) {
1826         if (start.team == self.team) {
1827                 return start;
1828         }
1829
1830         other = start;
1831         // continue from current player
1832         while(other && other.team != self.team) {
1833                 other = find(other, classname, "player");
1834         }
1835
1836         if (!other) {
1837                 // restart from begining
1838                 other = find(other, classname, "player");
1839                 while(other && other.team != self.team) {
1840                         other = find(other, classname, "player");
1841                 }
1842         }
1843
1844         return other;
1845 }
1846
1847 float SpectateNext()
1848 {
1849         other = find(self.enemy, classname, "player");
1850
1851         if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
1852                 // CA and ca players when spectating enemies is forbidden
1853                 other = CA_SpectateNext(other);
1854         } else {
1855                 // other modes and ca spectators or spectating enemies is allowed
1856                 if (!other)
1857                         other = find(other, classname, "player");
1858         }
1859
1860         if(other) { SetSpectator(self, other); }
1861
1862         return SpectateSet();
1863 }
1864
1865 float SpectatePrev()
1866 {
1867         // NOTE: chain order is from the highest to the lower entnum (unlike find)
1868         other = findchain(classname, "player");
1869         if (!other) // no player
1870                 return FALSE;
1871
1872         entity first = other;
1873         // skip players until current spectated player
1874         if(self.enemy)
1875         while(other && other != self.enemy)
1876                 other = other.chain;
1877
1878         if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1879         {
1880                 do { other = other.chain; }
1881                 while(other && other.team != self.team);
1882
1883                 if (!other)
1884                 {
1885                         other = first;
1886                         while(other.team != self.team)
1887                                 other = other.chain;
1888                         if(other == self.enemy)
1889                                 return TRUE;
1890                 }
1891         }
1892         else
1893         {
1894                 if(other.chain)
1895                         other = other.chain;
1896                 else
1897                         other = first;
1898         }
1899         SetSpectator(self, other);
1900         return SpectateSet();
1901 }
1902
1903 /*
1904 =============
1905 ShowRespawnCountdown()
1906
1907 Update a respawn countdown display.
1908 =============
1909 */
1910 void ShowRespawnCountdown()
1911 {
1912         float number;
1913         if(self.deadflag == DEAD_NO) // just respawned?
1914                 return;
1915         else
1916         {
1917                 number = ceil(self.respawn_time - time);
1918                 if(number <= 0)
1919                         return;
1920                 if(number <= self.respawn_countdown)
1921                 {
1922                         self.respawn_countdown = number - 1;
1923                         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
1924                                 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1925                 }
1926         }
1927 }
1928
1929 void LeaveSpectatorMode()
1930 {
1931         if(self.caplayer)
1932                 return;
1933         if(nJoinAllowed(self))
1934         {
1935                 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1936                 {
1937                         self.classname = "player";
1938                         nades_RemoveBonus(self);
1939
1940                         if(autocvar_g_campaign || autocvar_g_balance_teams)
1941                                 { JoinBestTeam(self, FALSE, TRUE); }
1942
1943                         if(autocvar_g_campaign)
1944                                 { campaign_bots_may_start = 1; }
1945
1946                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
1947
1948                         PutClientInServer();
1949
1950                         if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
1951                 }
1952                 else
1953                         stuffcmd(self, "menu_showteamselect\n");
1954         }
1955         else
1956         {
1957                 // Player may not join because g_maxplayers is set
1958                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
1959         }
1960 }
1961
1962 /**
1963  * Determines whether the player is allowed to join. This depends on cvar
1964  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
1965  * it checks whether the number of currently playing players exceeds g_maxplayers.
1966  * @return int number of free slots for players, 0 if none
1967  */
1968 float nJoinAllowed(entity ignore) {
1969         if(!ignore)
1970         // this is called that way when checking if anyone may be able to join (to build qcstatus)
1971         // so report 0 free slots if restricted
1972         {
1973                 if(autocvar_g_forced_team_otherwise == "spectate")
1974                         return 0;
1975                 if(autocvar_g_forced_team_otherwise == "spectator")
1976                         return 0;
1977         }
1978
1979         if(self.team_forced < 0)
1980                 return 0; // forced spectators can never join
1981
1982         // TODO simplify this
1983         entity e;
1984         float totalClients = 0;
1985         FOR_EACH_CLIENT(e)
1986                 if(e != ignore)
1987                         totalClients += 1;
1988
1989         if (!autocvar_g_maxplayers)
1990                 return maxclients - totalClients;
1991
1992         float currentlyPlaying = 0;
1993         FOR_EACH_REALCLIENT(e)
1994                 if(IS_PLAYER(e) || e.caplayer)
1995                         currentlyPlaying += 1;
1996
1997         if(currentlyPlaying < autocvar_g_maxplayers)
1998                 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1999
2000         return 0;
2001 }
2002
2003 /**
2004  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2005  * g_maxplayers_spectator_blocktime seconds
2006  */
2007 void checkSpectatorBlock() {
2008         if(IS_SPEC(self) || IS_OBSERVER(self))
2009         if(!self.caplayer)
2010         if(IS_REAL_CLIENT(self))
2011         {
2012                 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2013                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2014                         dropclient(self);
2015                 }
2016         }
2017 }
2018
2019 void PrintWelcomeMessage()
2020 {
2021         if(self.motd_actived_time == 0)
2022         {
2023                 if (autocvar_g_campaign) {
2024                         if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
2025                                 self.motd_actived_time = time;
2026                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
2027                         }
2028                 } else {
2029                         if (self.BUTTON_INFO) {
2030                                 self.motd_actived_time = time;
2031                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2032                         }
2033                 }
2034         }
2035         else if(self.motd_actived_time > 0) // showing MOTD or campaign message
2036         {
2037                 if (autocvar_g_campaign) {
2038                         if (self.BUTTON_INFO)
2039                                 self.motd_actived_time = time;
2040                         else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
2041                                 self.motd_actived_time = 0;
2042                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2043                         }
2044                 } else {
2045                         if (self.BUTTON_INFO)
2046                                 self.motd_actived_time = time;
2047                         else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2048                                 self.motd_actived_time = 0;
2049                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2050                         }
2051                 }
2052         }
2053         else //if(self.motd_actived_time < 0) // just connected, motd is active
2054         {
2055                 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
2056                         self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2057                 else if(self.motd_actived_time == -2 || IS_PLAYER(self))
2058                 {
2059                         // instanctly hide MOTD
2060                         self.motd_actived_time = 0;
2061                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2062                 }
2063         }
2064 }
2065
2066 void ObserverThink()
2067 {
2068         float prefered_movetype;
2069         if (self.flags & FL_JUMPRELEASED) {
2070                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2071                         self.flags &= ~FL_JUMPRELEASED;
2072                         self.flags |= FL_SPAWNING;
2073                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2074                         self.flags &= ~FL_JUMPRELEASED;
2075                         if(SpectateNext()) {
2076                                 self.classname = "spectator";
2077                         }
2078                 } else {
2079                         prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2080                         if (self.movetype != prefered_movetype)
2081                                 self.movetype = prefered_movetype;
2082                 }
2083         } else {
2084                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2085                         self.flags |= FL_JUMPRELEASED;
2086                         if(self.flags & FL_SPAWNING)
2087                         {
2088                                 self.flags &= ~FL_SPAWNING;
2089                                 LeaveSpectatorMode();
2090                                 return;
2091                         }
2092                 }
2093         }
2094 }
2095
2096 void SpectatorThink()
2097 {
2098         if (self.flags & FL_JUMPRELEASED) {
2099                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2100                         self.flags &= ~FL_JUMPRELEASED;
2101                         self.flags |= FL_SPAWNING;
2102                 } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
2103                         self.flags &= ~FL_JUMPRELEASED;
2104                         if(SpectateNext()) {
2105                                 self.classname = "spectator";
2106                         } else {
2107                                 self.classname = "observer";
2108                                 PutClientInServer();
2109                         }
2110                         self.impulse = 0;
2111                 } else if(self.impulse == 12 || self.impulse == 16  || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
2112                         self.flags &= ~FL_JUMPRELEASED;
2113                         if(SpectatePrev()) {
2114                                 self.classname = "spectator";
2115                         } else {
2116                                 self.classname = "observer";
2117                                 PutClientInServer();
2118                         }
2119                         self.impulse = 0;
2120                 } else if (self.BUTTON_ATCK2) {
2121                         self.flags &= ~FL_JUMPRELEASED;
2122                         self.classname = "observer";
2123                         PutClientInServer();
2124                 } else {
2125                         if(!SpectateUpdate())
2126                                 PutObserverInServer();
2127                 }
2128         } else {
2129                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2130                         self.flags |= FL_JUMPRELEASED;
2131                         if(self.flags & FL_SPAWNING)
2132                         {
2133                                 self.flags &= ~FL_SPAWNING;
2134                                 LeaveSpectatorMode();
2135                                 return;
2136                         }
2137                 }
2138                 if(!SpectateUpdate())
2139                         PutObserverInServer();
2140         }
2141
2142         self.flags |= FL_CLIENT | FL_NOTARGET;
2143 }
2144
2145 void PlayerUseKey()
2146 {
2147         if (!IS_PLAYER(self))
2148                 return;
2149
2150         if(self.vehicle)
2151         {
2152         vehicles_exit(VHEF_NORMAL);
2153         return;
2154         }
2155
2156         // a use key was pressed; call handlers
2157         MUTATOR_CALLHOOK(PlayerUseKey);
2158 }
2159
2160 /*
2161 =============
2162 PlayerPreThink
2163
2164 Called every frame for each client before the physics are run
2165 =============
2166 */
2167 .float usekeypressed;
2168 void() nexball_setstatus;
2169 .float items_added;
2170 void PlayerPreThink (void)
2171 {
2172         WarpZone_PlayerPhysics_FixVAngle();
2173
2174         self.stat_game_starttime = game_starttime;
2175         self.stat_round_starttime = round_starttime;
2176         self.stat_allow_oldvortexbeam = autocvar_g_allow_oldvortexbeam;
2177         self.stat_leadlimit = autocvar_leadlimit;
2178
2179         if(frametime)
2180         {
2181                 // physics frames: update anticheat stuff
2182                 anticheat_prethink();
2183         }
2184
2185         if(blockSpectators && frametime)
2186                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2187                 checkSpectatorBlock();
2188
2189         zoomstate_set = 0;
2190
2191         if(self.netname_previous != self.netname)
2192         {
2193                 if(autocvar_sv_eventlog)
2194                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2195                 if(self.netname_previous)
2196                         strunzone(self.netname_previous);
2197                 self.netname_previous = strzone(self.netname);
2198         }
2199
2200         // version nagging
2201         if(self.version_nagtime)
2202                 if(self.cvar_g_xonoticversion)
2203                         if(time > self.version_nagtime)
2204                         {
2205                                 // don't notify git users
2206                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2207                                 {
2208                                         if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2209                                         {
2210                                                 // notify release users if connecting to git
2211                                                 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2212                                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2213                                         }
2214                                         else
2215                                         {
2216                                                 float r;
2217                                                 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2218                                                 if(r < 0)
2219                                                 {
2220                                                         // give users new version
2221                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - ^3Xonotic ", autocvar_g_xonoticversion, "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.org/^1!\n");
2222                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2223                                                 }
2224                                                 else if(r > 0)
2225                                                 {
2226                                                         // notify users about old server version
2227                                                         print("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2228                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2229                                                 }
2230                                         }
2231                                 }
2232                                 self.version_nagtime = 0;
2233                         }
2234
2235         // GOD MODE info
2236         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2237         {
2238                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2239                 self.max_armorvalue = 0;
2240         }
2241
2242 #ifdef TETRIS
2243         if (TetrisPreFrame())
2244                 return;
2245 #endif
2246
2247         if(self.frozen == 2)
2248         {
2249                 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
2250                 self.health = max(1, self.revive_progress * start_health);
2251                 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
2252
2253                 if(self.revive_progress >= 1)
2254                         Unfreeze(self);
2255         }
2256         else if(self.frozen == 3)
2257         {
2258                 self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1);
2259                 self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress );
2260                 
2261                 if(self.health < 1)
2262                 {
2263                         if(self.vehicle)
2264                                 vehicles_exit(VHEF_RELESE);
2265                         self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE, self.origin, '0 0 0');
2266                 }
2267                 else if ( self.revive_progress <= 0 )
2268                         Unfreeze(self);
2269         }
2270
2271         MUTATOR_CALLHOOK(PlayerPreThink);
2272
2273         if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2274         {
2275                 if(self.BUTTON_USE && !self.usekeypressed)
2276                         PlayerUseKey();
2277                 self.usekeypressed = self.BUTTON_USE;
2278         }
2279
2280         if(IS_REAL_CLIENT(self))
2281                 PrintWelcomeMessage();
2282
2283         if(IS_PLAYER(self))
2284         {
2285
2286                 CheckRules_Player();
2287
2288                 if (intermission_running)
2289                 {
2290                         IntermissionThink ();   // otherwise a button could be missed between
2291                         return;                                 // the think tics
2292                 }
2293
2294                 //don't allow the player to turn around while game is paused!
2295                 if(timeout_status == TIMEOUT_ACTIVE) {
2296                         // FIXME turn this into CSQC stuff
2297                         self.v_angle = self.lastV_angle;
2298                         self.angles = self.lastV_angle;
2299                         self.fixangle = TRUE;
2300                 }
2301
2302                 if(frametime)
2303                 {
2304                         if(self.weapon == WEP_VORTEX && WEP_CVAR(vortex, charge))
2305                         {
2306                                 self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.vortex_charge / WEP_CVAR(vortex, charge_animlimit));
2307                                 self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.vortex_charge / WEP_CVAR(vortex, charge_animlimit));
2308                                 self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.vortex_charge / WEP_CVAR(vortex, charge_animlimit));
2309
2310                                 if(self.vortex_charge > WEP_CVAR(vortex, charge_animlimit))
2311                                 {
2312                                         self.weaponentity_glowmod_x = self.weaponentity_glowmod_x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.vortex_charge - WEP_CVAR(vortex, charge_animlimit)) / (1 - WEP_CVAR(vortex, charge_animlimit));
2313                                         self.weaponentity_glowmod_y = self.weaponentity_glowmod_y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.vortex_charge - WEP_CVAR(vortex, charge_animlimit)) / (1 - WEP_CVAR(vortex, charge_animlimit));
2314                                         self.weaponentity_glowmod_z = self.weaponentity_glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.vortex_charge - WEP_CVAR(vortex, charge_animlimit)) / (1 - WEP_CVAR(vortex, charge_animlimit));
2315                                 }
2316                         }
2317                         else
2318                                 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2319
2320                         player_powerups();
2321                 }
2322
2323                 if (self.deadflag != DEAD_NO)
2324                 {
2325                         if(self.personal && g_race_qualifying)
2326                         {
2327                                 if(time > self.respawn_time)
2328                                 {
2329                                         self.respawn_time = time + 1; // only retry once a second
2330                                         self.stat_respawn_time = self.respawn_time;
2331                                         respawn();
2332                                         self.impulse = 141;
2333                                 }
2334                         }
2335                         else
2336                         {
2337                                 float button_pressed;
2338                                 if(frametime)
2339                                         player_anim();
2340                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2341
2342                                 if (self.deadflag == DEAD_DYING)
2343                                 {
2344                                         if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2345                                                 self.deadflag = DEAD_RESPAWNING;
2346                                         else if(!button_pressed)
2347                                                 self.deadflag = DEAD_DEAD;
2348                                 }
2349                                 else if (self.deadflag == DEAD_DEAD)
2350                                 {
2351                                         if(button_pressed)
2352                                                 self.deadflag = DEAD_RESPAWNABLE;
2353                                         else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2354                                                 self.deadflag = DEAD_RESPAWNING;
2355                                 }
2356                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2357                                 {
2358                                         if(!button_pressed)
2359                                                 self.deadflag = DEAD_RESPAWNING;
2360                                 }
2361                                 else if (self.deadflag == DEAD_RESPAWNING)
2362                                 {
2363                                         if(time > self.respawn_time)
2364                                         {
2365                                                 self.respawn_time = time + 1; // only retry once a second
2366                                                 self.respawn_time_max = self.respawn_time;
2367                                                 respawn();
2368                                         }
2369                                 }
2370
2371                                 ShowRespawnCountdown();
2372
2373                                 if(self.respawn_flags & RESPAWN_SILENT)
2374                                         self.stat_respawn_time = 0;
2375                                 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2376                                         self.stat_respawn_time = self.respawn_time_max;
2377                                 else
2378                                         self.stat_respawn_time = self.respawn_time;
2379                         }
2380
2381                         // if respawning, invert stat_respawn_time to indicate this, the client translates it
2382                         if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2383                                 self.stat_respawn_time *= -1;
2384
2385                         return;
2386                 }
2387
2388                 self.prevorigin = self.origin;
2389
2390                 float do_crouch = self.BUTTON_CROUCH;
2391                 if(self.hook.state)
2392                         do_crouch = 0;
2393                 if(self.vehicle)
2394                         do_crouch = 0;
2395                 if(self.frozen)
2396                         do_crouch = 0;
2397
2398                 // WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
2399                 // It cannot be predicted by the engine! 
2400                 if((self.weapon == WEP_SHOCKWAVE || self.weapon == WEP_SHOTGUN) && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2401                         do_crouch = 0;
2402
2403                 if (do_crouch)
2404                 {
2405                         if (!self.crouch)
2406                         {
2407                                 self.crouch = TRUE;
2408                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2409                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2410                                 // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
2411                         }
2412                 }
2413                 else
2414                 {
2415                         if (self.crouch)
2416                         {
2417                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2418                                 if (!trace_startsolid)
2419                                 {
2420                                         self.crouch = FALSE;
2421                                         self.view_ofs = PL_VIEW_OFS;
2422                                         setsize (self, PL_MIN, PL_MAX);
2423                                 }
2424                         }
2425                 }
2426
2427                 FixPlayermodel();
2428
2429                 GrapplingHookFrame();
2430
2431                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2432                 //if(frametime)
2433                 {
2434                         self.items &= ~self.items_added;
2435
2436                         W_WeaponFrame();
2437
2438                         self.items_added = 0;
2439                         if(self.items & IT_JETPACK)
2440                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2441                                         self.items_added |= IT_FUEL;
2442
2443                         self.items |= self.items_added;
2444                 }
2445
2446                 player_regen();
2447
2448                 // WEAPONTODO: Add a weapon request for this 
2449                 // rot vortex charge to the charge limit
2450                 if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
2451                         self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2452
2453                 if(frametime)
2454                         player_anim();
2455
2456                 // secret status
2457                 secrets_setstatus();
2458
2459                 // monsters status
2460                 monsters_setstatus();
2461
2462                 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2463
2464                 //self.angles_y=self.v_angle_y + 90;   // temp
2465         } else if(gameover) {
2466                 if (intermission_running)
2467                         IntermissionThink ();   // otherwise a button could be missed between
2468                 return;
2469         } else if(IS_OBSERVER(self)) {
2470                 ObserverThink();
2471         } else if(IS_SPEC(self)) {
2472                 SpectatorThink();
2473         }
2474
2475         // WEAPONTODO: Add weapon request for this
2476         if(!zoomstate_set)
2477                 SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_VORTEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_RIFLE && WEP_CVAR(rifle, secondary) == 0)); // WEAPONTODO
2478
2479         float oldspectatee_status;
2480         oldspectatee_status = self.spectatee_status;
2481         if(IS_SPEC(self))
2482                 self.spectatee_status = num_for_edict(self.enemy);
2483         else if(IS_OBSERVER(self))
2484                 self.spectatee_status = num_for_edict(self);
2485         else
2486                 self.spectatee_status = 0;
2487         if(self.spectatee_status != oldspectatee_status)
2488         {
2489                 ClientData_Touch(self);
2490         }
2491
2492         if(self.teamkill_soundtime)
2493         if(time > self.teamkill_soundtime)
2494         {
2495                 self.teamkill_soundtime = 0;
2496
2497                 entity oldpusher, oldself;
2498
2499                 oldself = self; self = self.teamkill_soundsource;
2500                 oldpusher = self.pusher; self.pusher = oldself;
2501
2502                 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2503
2504                 self.pusher = oldpusher;
2505                 self = oldself;
2506         }
2507
2508         if(self.taunt_soundtime)
2509         if(time > self.taunt_soundtime)
2510         {
2511                 self.taunt_soundtime = 0;
2512                 PlayerSound(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 float isInvisibleString(string s)
2524 {
2525         float i, n, c;
2526         s = strdecolorize(s);
2527         for((i = 0), (n = strlen(s)); i < n; ++i)
2528         {
2529                 c = str2chr(s, i);
2530                 switch(c)
2531                 {
2532                         case 0:
2533                         case 32: // space
2534                                 break;
2535                         case 192: // charmap space
2536                                 if (!autocvar_utf8_enable)
2537                                         break;
2538                                 return FALSE;
2539                         case 160: // space in unicode fonts
2540                         case 0xE000 + 192: // utf8 charmap space
2541                                 if (autocvar_utf8_enable)
2542                                         break;
2543                         default:
2544                                 return FALSE;
2545                 }
2546         }
2547         return TRUE;
2548 }
2549
2550 /*
2551 =============
2552 PlayerPostThink
2553
2554 Called every frame for each client after the physics are run
2555 =============
2556 */
2557 .float idlekick_lasttimeleft;
2558 void PlayerPostThink (void)
2559 {
2560         // Savage: Check for nameless players
2561         if (isInvisibleString(self.netname)) {
2562                 self.netname = "Player";
2563                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2564         }
2565
2566         if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2567         if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2568         {
2569                 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2570                 {
2571                         if(self.idlekick_lasttimeleft)
2572                         {
2573                                 self.idlekick_lasttimeleft = 0;
2574                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2575                         }
2576                 }
2577                 else
2578                 {
2579                         float timeleft;
2580                         timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2581                         if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2582                         {
2583                                 if(!self.idlekick_lasttimeleft)
2584                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2585                         }
2586                         if(timeleft <= 0)
2587                         {
2588                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2589                                 dropclient(self);
2590                                 return;
2591                         }
2592                         else if(timeleft <= 10)
2593                         {
2594                                 if(timeleft != self.idlekick_lasttimeleft)
2595                                         { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2596                                 self.idlekick_lasttimeleft = timeleft;
2597                         }
2598                 }
2599         }
2600
2601 #ifdef TETRIS
2602         if(self.impulse == 100)
2603                 ImpulseCommands();
2604         if (!TetrisPostFrame())
2605         {
2606 #endif
2607
2608         CheatFrame();
2609
2610         //CheckPlayerJump();
2611
2612         if(IS_PLAYER(self)) {
2613                 CheckRules_Player();
2614                 UpdateChatBubble();
2615                 if (self.impulse)
2616                         ImpulseCommands();
2617                 if (intermission_running)
2618                         return;         // intermission or finale
2619                 GetPressedKeys();
2620         }
2621
2622 #ifdef TETRIS
2623         }
2624 #endif
2625
2626         /*
2627         float i;
2628         for(i = 0; i < 1000; ++i)
2629         {
2630                 vector end;
2631                 end = self.origin + '0 0 1024' + 512 * randomvec();
2632                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2633                 if(trace_fraction < 1)
2634                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2635                 {
2636                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2637                         break;
2638                 }
2639         }
2640         */
2641
2642         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
2643
2644         if(self.waypointsprite_attachedforcarrier)
2645                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON));
2646
2647         playerdemo_write();
2648
2649         CSQCMODEL_AUTOUPDATE();
2650 }