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