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