]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/cl_client.qc
Remove some out of place domination definitions
[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
28 #include "weapons/hitplot.qh"
29 #include "weapons/weaponsystem.qh"
30
31 #include "../common/net_notice.qh"
32 #include "../common/physics.qh"
33
34 #include "../common/items/all.qc"
35
36 #include "../common/mutators/mutator/waypoints/all.qh"
37
38 #include "../common/triggers/subs.qh"
39 #include "../common/triggers/triggers.qh"
40 #include "../common/triggers/trigger/secret.qh"
41
42 #include "../common/minigames/sv_minigames.qh"
43
44 #include "../common/items/inventory.qh"
45
46 #include "../common/monsters/sv_monsters.qh"
47
48 #include "../warpzonelib/server.qh"
49
50
51 void send_CSQC_teamnagger() {
52         WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
53         WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
54 }
55
56 float ClientData_Send(entity to, int sf)
57 {
58         if(to != self.owner)
59         {
60                 error("wtf");
61                 return false;
62         }
63
64         entity e;
65
66         e = to;
67         if(IS_SPEC(to))
68                 e = to.enemy;
69
70         sf = 0;
71
72         if(e.race_completed)
73                 sf |= 1; // forced scoreboard
74         if(to.spectatee_status)
75                 sf |= 2; // spectator ent number follows
76         if(e.zoomstate)
77                 sf |= 4; // zoomed
78         if(e.porto_v_angle_held)
79                 sf |= 8; // angles held
80
81         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
82         WriteByte(MSG_ENTITY, sf);
83
84         if(sf & 2)
85                 WriteByte(MSG_ENTITY, to.spectatee_status);
86
87         if(sf & 8)
88         {
89                 WriteAngle(MSG_ENTITY, e.v_angle.x);
90                 WriteAngle(MSG_ENTITY, e.v_angle.y);
91         }
92
93         return true;
94 }
95
96 void ClientData_Attach()
97 {
98         Net_LinkEntity(self.clientdata = spawn(), false, 0, ClientData_Send);
99         self.clientdata.drawonlytoclient = self;
100         self.clientdata.owner = self;
101 }
102
103 void ClientData_Detach()
104 {
105         remove(self.clientdata);
106         self.clientdata = world;
107 }
108
109 void ClientData_Touch(entity e)
110 {
111         e.clientdata.SendFlags = 1;
112
113         // make it spectatable
114         entity e2;
115         FOR_EACH_REALCLIENT(e2)
116         {
117                 if(e2 != e)
118                         if(IS_SPEC(e2))
119                                 if(e2.enemy == e)
120                                         e2.clientdata.SendFlags = 1;
121         }
122 }
123
124 .string netname_previous;
125
126 void SetSpectator(entity player, entity spectatee);
127
128
129 /*
130 =============
131 CheckPlayerModel
132
133 Checks if the argument string can be a valid playermodel.
134 Returns a valid one in doubt.
135 =============
136 */
137 string FallbackPlayerModel;
138 string CheckPlayerModel(string plyermodel) {
139         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
140         {
141                 // note: we cannot summon Don Strunzone here, some player may
142                 // still have the model string set. In case anyone manages how
143                 // to change a cvar default, we'll have a small leak here.
144                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
145         }
146         // only in right path
147         if( substring(plyermodel,0,14) != "models/player/")
148                 return FallbackPlayerModel;
149         // only good file extensions
150         if(substring(plyermodel,-4,4) != ".zym")
151         if(substring(plyermodel,-4,4) != ".dpm")
152         if(substring(plyermodel,-4,4) != ".iqm")
153         if(substring(plyermodel,-4,4) != ".md3")
154         if(substring(plyermodel,-4,4) != ".psk")
155                 return FallbackPlayerModel;
156         // forbid the LOD models
157         if(substring(plyermodel, -9,5) == "_lod1")
158                 return FallbackPlayerModel;
159         if(substring(plyermodel, -9,5) == "_lod2")
160                 return FallbackPlayerModel;
161         if(plyermodel != strtolower(plyermodel))
162                 return FallbackPlayerModel;
163         // also, restrict to server models
164         if(autocvar_sv_servermodelsonly)
165         {
166                 if(!fexists(plyermodel))
167                         return FallbackPlayerModel;
168         }
169         return plyermodel;
170 }
171
172 void setplayermodel(entity e, string modelname)
173 {
174         precache_model(modelname);
175         setmodel(e, modelname);
176         player_setupanimsformodel();
177         UpdatePlayerSounds();
178 }
179
180 /*
181 =============
182 PutObserverInServer
183
184 putting a client as observer in the server
185 =============
186 */
187 void FixPlayermodel();
188 void PutObserverInServer (void)
189 {
190         entity  spot;
191     self.hud = HUD_NORMAL;
192
193         if(IS_PLAYER(self)) { Send_Effect(EFFECT_SPAWN_NEUTRAL, self.origin, '0 0 0', 1); }
194
195         spot = SelectSpawnPoint (true);
196         if(!spot)
197                 error("No spawnpoints for observers?!?\n");
198         RemoveGrapplingHook(self); // Wazat's Grappling Hook
199
200         if(IS_REAL_CLIENT(self))
201         {
202                 msg_entity = self;
203                 WriteByte(MSG_ONE, SVC_SETVIEW);
204                 WriteEntity(MSG_ONE, self);
205         }
206
207         self.frags = FRAGS_SPECTATOR;
208
209         MUTATOR_CALLHOOK(MakePlayerObserver);
210
211         Portal_ClearAll(self);
212
213         Unfreeze(self);
214
215         if(self.alivetime)
216         {
217                 if(!warmup_stage)
218                         PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
219                 self.alivetime = 0;
220         }
221
222         if(self.vehicle)
223                 vehicles_exit(VHEF_RELEASE);
224
225         WaypointSprite_PlayerDead();
226
227         if (!g_ca)  // don't reset teams when moving a ca player to the spectators
228                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog
229
230         if(self.killcount != -666)
231         {
232                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
233                 if(!intermission_running)
234                 if(autocvar_g_chat_nospectators == 1 || (!(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
235                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_CHAT_NOSPECTATORS);
236
237                 if(self.just_joined == false) {
238                         LogTeamchange(self.playerid, -1, 4);
239                 } else
240                         self.just_joined = false;
241         }
242
243         PlayerScore_Clear(self); // clear scores when needed
244
245         accuracy_resend(self);
246
247         self.spectatortime = time;
248
249         self.classname = "observer";
250         self.iscreature = false;
251         self.teleportable = TELEPORT_SIMPLE;
252         self.damagedbycontents = false;
253         self.health = -666;
254         self.takedamage = DAMAGE_NO;
255         self.solid = SOLID_NOT;
256         self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
257         self.flags = FL_CLIENT | FL_NOTARGET;
258         self.armorvalue = 666;
259         self.effects = 0;
260         self.armorvalue = autocvar_g_balance_armor_start;
261         self.pauserotarmor_finished = 0;
262         self.pauserothealth_finished = 0;
263         self.pauseregen_finished = 0;
264         self.damageforcescale = 0;
265         self.death_time = 0;
266         self.respawn_flags = 0;
267         self.respawn_time = 0;
268         self.stat_respawn_time = 0;
269         self.alpha = 0;
270         self.scale = 0;
271         self.fade_time = 0;
272         self.pain_frame = 0;
273         self.pain_finished = 0;
274         self.strength_finished = 0;
275         self.invincible_finished = 0;
276         self.superweapons_finished = 0;
277         self.pushltime = 0;
278         self.istypefrag = 0;
279         self.think = func_null;
280         self.nextthink = 0;
281         self.hook_time = 0;
282         self.deadflag = DEAD_NO;
283         self.angles = spot.angles;
284         self.angles_z = 0;
285         self.fixangle = true;
286         self.crouch = false;
287         self.revival_time = 0;
288
289         setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
290         self.prevorigin = self.origin;
291         self.items = 0;
292         self.weapons = '0 0 0';
293         self.model = "";
294         FixPlayermodel();
295         setmodel(self, "null");
296         self.drawonlytoclient = self;
297
298         setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
299         self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
300
301         self.weapon = 0;
302         self.weaponname = "";
303         self.switchingweapon = 0;
304         self.weaponmodel = "";
305         self.weaponentity = world;
306         self.exteriorweaponentity = world;
307         self.killcount = -666;
308         self.velocity = '0 0 0';
309         self.avelocity = '0 0 0';
310         self.punchangle = '0 0 0';
311         self.punchvector = '0 0 0';
312         self.oldvelocity = self.velocity;
313         self.fire_endtime = -1;
314         self.event_damage = func_null;
315 }
316
317 .float model_randomizer;
318 void FixPlayermodel()
319 {
320         string defaultmodel;
321         float defaultskin, chmdl, oldskin, n, i;
322         vector m1, m2;
323
324         defaultmodel = "";
325         defaultskin = 0;
326         chmdl = false;
327
328         if(autocvar_sv_defaultcharacter)
329         {
330                 if(teamplay)
331                 {
332                         string s;
333                         s = Static_Team_ColorName_Lower(self.team);
334                         if(s != "neutral")
335                         {
336                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
337                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
338                         }
339                 }
340
341                 if(defaultmodel == "")
342                 {
343                         defaultmodel = autocvar_sv_defaultplayermodel;
344                         defaultskin = autocvar_sv_defaultplayerskin;
345                 }
346
347                 n = tokenize_console(defaultmodel);
348                 if(n > 0)
349                 {
350                         defaultmodel = argv(floor(n * self.model_randomizer));
351                         // However, do NOT randomize if the player-selected model is in the list.
352                         for (i = 0; i < n; ++i)
353                                 if ((argv(i) == self.playermodel && defaultskin == stof(self.playerskin)) || argv(i) == strcat(self.playermodel, ":", self.playerskin))
354                                         defaultmodel = argv(i);
355                 }
356
357                 i = strstrofs(defaultmodel, ":", 0);
358                 if(i >= 0)
359                 {
360                         defaultskin = stof(substring(defaultmodel, i+1, -1));
361                         defaultmodel = substring(defaultmodel, 0, i);
362                 }
363         }
364
365         MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin);
366         defaultmodel = ret_string;
367         defaultskin = ret_int;
368
369         if(defaultmodel != "")
370         {
371                 if (defaultmodel != self.model)
372                 {
373                         m1 = self.mins;
374                         m2 = self.maxs;
375                         setplayermodel (self, defaultmodel);
376                         setsize (self, m1, m2);
377                         chmdl = true;
378                 }
379
380                 oldskin = self.skin;
381                 self.skin = defaultskin;
382         } else {
383                 if (self.playermodel != self.model || self.playermodel == "")
384                 {
385                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
386                         m1 = self.mins;
387                         m2 = self.maxs;
388                         setplayermodel (self, self.playermodel);
389                         setsize (self, m1, m2);
390                         chmdl = true;
391                 }
392
393                 oldskin = self.skin;
394                 self.skin = stof(self.playerskin);
395         }
396
397         if(chmdl || oldskin != self.skin) // model or skin has changed
398         {
399                 self.species = player_getspecies(); // update species
400                 UpdatePlayerSounds(); // update skin sounds
401         }
402
403         if(!teamplay)
404                 if(strlen(autocvar_sv_defaultplayercolors))
405                         if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
406                                 setcolor(self, stof(autocvar_sv_defaultplayercolors));
407 }
408
409 /*
410 =============
411 PutClientInServer
412
413 Called when a client spawns in the server
414 =============
415 */
416 void PutClientInServer (void)
417 {
418         if(IS_BOT_CLIENT(self))
419                 self.classname = "player";
420         else if(IS_REAL_CLIENT(self))
421         {
422                 msg_entity = self;
423                 WriteByte(MSG_ONE, SVC_SETVIEW);
424                 WriteEntity(MSG_ONE, self);
425         }
426
427         SetSpectator(self, world);
428
429         // reset player keys
430         self.itemkeys = 0;
431
432         MUTATOR_CALLHOOK(PutClientInServer, self);
433
434         if(gameover)
435                 self.classname = "observer";
436
437         if(IS_PLAYER(self))
438         {
439                 entity spot, oldself;
440
441                 accuracy_resend(self);
442
443                 if(self.team < 0)
444                         JoinBestTeam(self, false, true);
445
446                 spot = SelectSpawnPoint (false);
447                 if(!spot)
448                 {
449                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
450                         return; // spawn failed
451                 }
452
453                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
454
455                 self.classname = "player";
456                 self.wasplayer = true;
457                 self.iscreature = true;
458                 self.teleportable = TELEPORT_NORMAL;
459                 self.damagedbycontents = true;
460                 self.movetype = MOVETYPE_WALK;
461                 self.solid = SOLID_SLIDEBOX;
462                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
463                 if(autocvar_g_playerclip_collisions)
464                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
465                 if(IS_BOT_CLIENT(self) && autocvar_g_botclip_collisions)
466                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
467                 self.frags = FRAGS_PLAYER;
468                 if(INDEPENDENT_PLAYERS)
469                         MAKE_INDEPENDENT_PLAYER(self);
470                 self.flags = FL_CLIENT;
471                 if(autocvar__notarget)
472                         self.flags |= FL_NOTARGET;
473                 self.takedamage = DAMAGE_AIM;
474                 self.effects = 0;
475                 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
476                 self.air_finished = time + 12;
477                 self.dmg = 2;
478                 if(WEP_CVAR(vortex, charge))
479                 {
480                         if(WEP_CVAR_SEC(vortex, chargepool))
481                                 self.vortex_chargepool_ammo = 1;
482                         self.vortex_charge = WEP_CVAR(vortex, charge_start);
483                 }
484
485                 if(warmup_stage)
486                 {
487                         self.ammo_shells = warmup_start_ammo_shells;
488                         self.ammo_nails = warmup_start_ammo_nails;
489                         self.ammo_rockets = warmup_start_ammo_rockets;
490                         self.ammo_cells = warmup_start_ammo_cells;
491                         self.ammo_plasma = warmup_start_ammo_plasma;
492                         self.ammo_fuel = warmup_start_ammo_fuel;
493                         self.health = warmup_start_health;
494                         self.armorvalue = warmup_start_armorvalue;
495                         self.weapons = WARMUP_START_WEAPONS;
496                 }
497                 else
498                 {
499                         self.ammo_shells = start_ammo_shells;
500                         self.ammo_nails = start_ammo_nails;
501                         self.ammo_rockets = start_ammo_rockets;
502                         self.ammo_cells = start_ammo_cells;
503                         self.ammo_plasma = start_ammo_plasma;
504                         self.ammo_fuel = start_ammo_fuel;
505                         self.health = start_health;
506                         self.armorvalue = start_armorvalue;
507                         self.weapons = start_weapons;
508                 }
509
510                 if(self.weapons & WEPSET_SUPERWEAPONS)
511                         self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
512                 else
513                         self.superweapons_finished = 0;
514
515                 if(g_weaponarena_random) // WEAPONTODO: more stuff that should be in a mutator. also: rename those cvars
516                 {
517                         if(g_weaponarena_random_with_blaster)
518                                 self.weapons &= ~WEPSET_BLASTER;
519                         W_RandomWeapons(self, g_weaponarena_random);
520                         if(g_weaponarena_random_with_blaster)
521                                 self.weapons |= WEPSET_BLASTER;
522                 }
523
524                 self.items = start_items;
525
526                 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
527                 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
528                 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
529                 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
530                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
531                 //extend the pause of rotting if client was reset at the beginning of the countdown
532                 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
533                         self.spawnshieldtime += game_starttime - time;
534                         self.pauserotarmor_finished += game_starttime - time;
535                         self.pauserothealth_finished += game_starttime - time;
536                         self.pauseregen_finished += game_starttime - time;
537                 }
538                 self.damageforcescale = 2;
539                 self.death_time = 0;
540                 self.respawn_flags = 0;
541                 self.respawn_time = 0;
542                 self.stat_respawn_time = 0;
543                 self.scale = autocvar_sv_player_scale;
544                 self.fade_time = 0;
545                 self.pain_frame = 0;
546                 self.pain_finished = 0;
547                 self.strength_finished = 0;
548                 self.invincible_finished = 0;
549                 self.pushltime = 0;
550                 // players have no think function
551                 self.think = func_null;
552                 self.nextthink = 0;
553                 self.hook_time = 0;
554                 self.dmg_team = 0;
555                 self.ballistics_density = autocvar_g_ballistics_density_player;
556
557                 self.metertime = 0;
558
559                 self.deadflag = DEAD_NO;
560
561                 self.angles = spot.angles;
562
563                 self.angles_z = 0; // never spawn tilted even if the spot says to
564                 if(IS_BOT_CLIENT(self))
565                         self.v_angle = self.angles;
566                 self.fixangle = true; // turn this way immediately
567                 self.velocity = '0 0 0';
568                 self.avelocity = '0 0 0';
569                 self.punchangle = '0 0 0';
570                 self.punchvector = '0 0 0';
571                 self.oldvelocity = self.velocity;
572                 self.fire_endtime = -1;
573                 self.revival_time = 0;
574
575                 entity spawnevent = spawn();
576                 spawnevent.owner = self;
577                 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
578
579                 // Cut off any still running player sounds.
580                 stopsound(self, CH_PLAYER_SINGLE);
581
582                 self.model = "";
583                 FixPlayermodel();
584                 self.drawonlytoclient = world;
585
586                 self.crouch = false;
587                 self.view_ofs = PL_VIEW_OFS;
588                 setsize (self, PL_MIN, PL_MAX);
589                 self.spawnorigin = spot.origin;
590                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins.z - 24));
591                 // don't reset back to last position, even if new position is stuck in solid
592                 self.oldorigin = self.origin;
593                 self.prevorigin = self.origin;
594                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
595                 self.lastteleporttime = time; // prevent insane speeds due to changing origin
596         self.hud = HUD_NORMAL;
597
598                 self.event_damage = PlayerDamage;
599
600                 self.bot_attack = true;
601                 self.monster_attack = true;
602
603                 self.spider_slowness = 0;
604
605                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
606
607                 if(self.killcount == -666) {
608                         PlayerScore_Clear(self);
609                         self.killcount = 0;
610                 }
611
612                 CL_SpawnWeaponentity();
613                 self.alpha = default_player_alpha;
614                 self.colormod = '1 1 1' * autocvar_g_player_brightness;
615                 self.exteriorweaponentity.alpha = default_weapon_alpha;
616
617                 self.speedrunning = false;
618
619                 //stuffcmd(self, "chase_active 0");
620                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
621
622                 target_voicescript_clear(self);
623
624                 // reset fields the weapons may use
625                 for (int j = WEP_FIRST; j <= WEP_LAST; ++j)
626                 {
627                         WEP_ACTION(j, WR_RESETPLAYER);
628
629                         // all weapons must be fully loaded when we spawn
630                         entity e = get_weaponinfo(j);
631                         if (e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
632                                 self.(weapon_load[j]) = e.reloading_ammo;
633                 }
634
635                 oldself = self;
636                 self = spot;
637                         activator = oldself;
638                                 string s;
639                                 s = self.target;
640                                 self.target = string_null;
641                                 SUB_UseTargets();
642                                 self.target = s;
643                         activator = world;
644                 self = oldself;
645
646                 Unfreeze(self);
647
648                 MUTATOR_CALLHOOK(PlayerSpawn, spot);
649
650                 if(autocvar_spawn_debug)
651                 {
652                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
653                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
654                 }
655
656                 self.switchweapon = w_getbestweapon(self);
657                 self.cnt = -1; // W_LastWeapon will not complain
658                 self.weapon = 0;
659                 self.weaponname = "";
660                 self.switchingweapon = 0;
661
662                 if(!warmup_stage)
663                         if(!self.alivetime)
664                                 self.alivetime = time;
665
666                 antilag_clear(self);
667         }
668         else if(IS_OBSERVER(self))
669         {
670                 PutObserverInServer ();
671         }
672 }
673
674 .float ebouncefactor, ebouncestop; // electro's values
675 // TODO do we need all these fields, or should we stop autodetecting runtime
676 // changes and just have a console command to update this?
677 float ClientInit_SendEntity(entity to, int sf)
678 {
679         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
680         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
681         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
682         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
683         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
684         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
685         WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[0]));
686         WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[1]));
687         WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[2]));
688         WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[3]));
689
690         if(sv_foginterval && world.fog != "")
691                 WriteString(MSG_ENTITY, world.fog);
692         else
693                 WriteString(MSG_ENTITY, "");
694         WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
695         WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_mortar_bouncefactor // WEAPONTODO
696         WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_mortar_bouncestop
697         WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_mortar_bouncefactor
698         WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_mortar_bouncestop
699         WriteByte(MSG_ENTITY, WEP_CVAR(vortex, secondary)); // client has to know if it should zoom or not // WEAPONTODO
700         WriteByte(MSG_ENTITY, WEP_CVAR(rifle, secondary)); // client has to know if it should zoom or not // WEAPONTODO
701         WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
702         WriteByte(MSG_ENTITY, WEP_CVAR(minelayer, limit)); // minelayer max mines // WEAPONTODO
703         WriteByte(MSG_ENTITY, WEP_CVAR_SEC(hagar, load_max)); // hagar max loadable rockets // WEAPONTODO
704         WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
705         WriteByte(MSG_ENTITY, WEP_CVAR(porto, secondary)); // WEAPONTODO
706         return true;
707 }
708
709 void ClientInit_CheckUpdate()
710 {
711         self.nextthink = time;
712         if(self.count != autocvar_g_balance_armor_blockpercent)
713         {
714                 self.count = autocvar_g_balance_armor_blockpercent;
715                 self.SendFlags |= 1;
716         }
717         if(self.bouncefactor != autocvar_g_balance_mortar_bouncefactor) // WEAPONTODO
718         {
719                 self.bouncefactor = autocvar_g_balance_mortar_bouncefactor;
720                 self.SendFlags |= 1;
721         }
722         if(self.bouncestop != autocvar_g_balance_mortar_bouncestop)
723         {
724                 self.bouncestop = autocvar_g_balance_mortar_bouncestop;
725                 self.SendFlags |= 1;
726         }
727         if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
728         {
729                 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
730                 self.SendFlags |= 1;
731         }
732         if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
733         {
734                 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
735                 self.SendFlags |= 1;
736         }
737 }
738
739 void ClientInit_Spawn()
740 {
741         entity o;
742         entity e;
743         e = spawn();
744         e.classname = "clientinit";
745         e.think = ClientInit_CheckUpdate;
746         Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
747
748         o = self;
749         self = e;
750         ClientInit_CheckUpdate();
751         self = o;
752 }
753
754 /*
755 =============
756 SetNewParms
757 =============
758 */
759 void SetNewParms (void)
760 {
761         // initialize parms for a new player
762         parm1 = -(86400 * 366);
763 }
764
765 /*
766 =============
767 SetChangeParms
768 =============
769 */
770 void SetChangeParms (void)
771 {
772         // save parms for level change
773         parm1 = self.parm_idlesince - time;
774 }
775
776 /*
777 =============
778 DecodeLevelParms
779 =============
780 */
781 void DecodeLevelParms (void)
782 {
783         // load parms
784         self.parm_idlesince = parm1;
785         if(self.parm_idlesince == -(86400 * 366))
786                 self.parm_idlesince = time;
787
788         // whatever happens, allow 60 seconds of idling directly after connect for map loading
789         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
790 }
791
792 /*
793 =============
794 ClientKill
795
796 Called when a client types 'kill' in the console
797 =============
798 */
799
800 .float clientkill_nexttime;
801 void ClientKill_Now_TeamChange()
802 {
803         if(self.killindicator_teamchange == -1)
804         {
805                 JoinBestTeam( self, false, true );
806         }
807         else if(self.killindicator_teamchange == -2)
808         {
809                 if(blockSpectators)
810                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
811                 PutObserverInServer();
812         }
813         else
814                 SV_ChangeTeam(self.killindicator_teamchange - 1);
815         self.killindicator_teamchange = 0;
816 }
817
818 void ClientKill_Now()
819 {
820         if(self.vehicle)
821         {
822             vehicles_exit(VHEF_RELEASE);
823             if(!self.killindicator_teamchange)
824             {
825             self.vehicle_health = -1;
826             Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
827             }
828         }
829
830         if(self.killindicator && !wasfreed(self.killindicator))
831                 remove(self.killindicator);
832
833         self.killindicator = world;
834
835         if(self.killindicator_teamchange)
836                 ClientKill_Now_TeamChange();
837
838         if(IS_PLAYER(self))
839                 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
840
841         // now I am sure the player IS dead
842 }
843 void KillIndicator_Think()
844 {
845         if (gameover)
846         {
847                 self.owner.killindicator = world;
848                 remove(self);
849                 return;
850         }
851
852         if (self.owner.alpha < 0 && !self.owner.vehicle)
853         {
854                 self.owner.killindicator = world;
855                 remove(self);
856                 return;
857         }
858
859         if(self.cnt <= 0)
860         {
861                 self = self.owner;
862                 ClientKill_Now(); // no oldself needed
863                 return;
864         }
865     else if(g_cts && self.health == 1) // health == 1 means that it's silent
866     {
867         self.nextthink = time + 1;
868         self.cnt -= 1;
869     }
870         else
871         {
872                 if(self.cnt <= 10)
873                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
874                 if(IS_REAL_CLIENT(self.owner))
875                 {
876                         if(self.cnt <= 10)
877                                 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
878                 }
879                 self.nextthink = time + 1;
880                 self.cnt -= 1;
881         }
882 }
883
884 float clientkilltime;
885 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
886 {
887         float killtime;
888         float starttime;
889         entity e;
890
891         if (gameover)
892                 return;
893
894         killtime = autocvar_g_balance_kill_delay;
895
896         if(g_race_qualifying || g_cts)
897                 killtime = 0;
898
899     if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
900     {
901                 remove(self.killindicator);
902                 self.killindicator = world;
903
904         ClientKill_Now(); // allow instant kill in this case
905         return;
906     }
907
908         self.killindicator_teamchange = targetteam;
909
910     if(!self.killindicator)
911         {
912                 if(self.deadflag == DEAD_NO)
913                 {
914                         killtime = max(killtime, self.clientkill_nexttime - time);
915                         self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
916                 }
917
918                 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
919                 {
920                         ClientKill_Now();
921                 }
922                 else
923                 {
924                         starttime = max(time, clientkilltime);
925
926                         self.killindicator = spawn();
927                         self.killindicator.owner = self;
928                         self.killindicator.scale = 0.5;
929                         setattachment(self.killindicator, self, "");
930                         setorigin(self.killindicator, '0 0 52');
931                         self.killindicator.think = KillIndicator_Think;
932                         self.killindicator.nextthink = starttime + (self.lip) * 0.05;
933                         clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
934                         self.killindicator.cnt = ceil(killtime);
935                         self.killindicator.count = bound(0, ceil(killtime), 10);
936                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
937
938                         for(e = world; (e = find(e, classname, "body")) != world; )
939                         {
940                                 if(e.enemy != self)
941                                         continue;
942                                 e.killindicator = spawn();
943                                 e.killindicator.owner = e;
944                                 e.killindicator.scale = 0.5;
945                                 setattachment(e.killindicator, e, "");
946                                 setorigin(e.killindicator, '0 0 52');
947                                 e.killindicator.think = KillIndicator_Think;
948                                 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
949                                 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
950                                 e.killindicator.cnt = ceil(killtime);
951                         }
952                         self.lip = 0;
953                 }
954         }
955         if(self.killindicator)
956         {
957                 if(targetteam == 0) // just die
958                 {
959                         self.killindicator.colormod = '0 0 0';
960                         if(IS_REAL_CLIENT(self))
961                         if(self.killindicator.cnt > 0)
962                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
963                 }
964                 else if(targetteam == -1) // auto
965                 {
966                         self.killindicator.colormod = '0 1 0';
967                         if(IS_REAL_CLIENT(self))
968                         if(self.killindicator.cnt > 0)
969                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
970                 }
971                 else if(targetteam == -2) // spectate
972                 {
973                         self.killindicator.colormod = '0.5 0.5 0.5';
974                         if(IS_REAL_CLIENT(self))
975                         if(self.killindicator.cnt > 0)
976                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
977                 }
978                 else
979                 {
980                         self.killindicator.colormod = Team_ColorRGB(targetteam);
981                         if(IS_REAL_CLIENT(self))
982                         if(self.killindicator.cnt > 0)
983                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
984                 }
985         }
986
987 }
988
989 void ClientKill (void)
990 {
991         if(gameover) return;
992         if(self.player_blocked) return;
993         if(self.frozen) return;
994
995         ClientKill_TeamChange(0);
996 }
997
998 void CTS_ClientKill (entity e) // silent version of ClientKill, used when player finishes a CTS run. Useful to prevent cheating by running back to the start line and starting out with more speed
999 {
1000     e.killindicator = spawn();
1001     e.killindicator.owner = e;
1002     e.killindicator.think = KillIndicator_Think;
1003     e.killindicator.nextthink = time + (e.lip) * 0.05;
1004     e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
1005     e.killindicator.health = 1; // this is used to indicate that it should be silent
1006     e.lip = 0;
1007 }
1008
1009 void FixClientCvars(entity e)
1010 {
1011         // send prediction settings to the client
1012         stuffcmd(e, "\nin_bindmap 0 0\n");
1013         if(g_race || g_cts)
1014                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1015         if(autocvar_g_antilag == 3) // client side hitscan
1016                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1017         if(autocvar_sv_gentle)
1018                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1019 }
1020
1021 float PlayerInIDList(entity p, string idlist)
1022 {
1023         float n, i;
1024         string s;
1025
1026         // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1027         if (!p.crypto_idfp)
1028                 return 0;
1029
1030         // this function allows abbreviated player IDs too!
1031         n = tokenize_console(idlist);
1032         for(i = 0; i < n; ++i)
1033         {
1034                 s = argv(i);
1035                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1036                         return 1;
1037         }
1038
1039         return 0;
1040 }
1041
1042 #ifdef DP_EXT_PRECONNECT
1043 /*
1044 =============
1045 ClientPreConnect
1046
1047 Called once (not at each match start) when a client begins a connection to the server
1048 =============
1049 */
1050 void ClientPreConnect (void)
1051 {
1052         if(autocvar_sv_eventlog)
1053         {
1054                 GameLogEcho(sprintf(":connect:%d:%d:%s",
1055                         self.playerid,
1056                         num_for_edict(self),
1057                         ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot")
1058                 ));
1059         }
1060 }
1061 #endif
1062
1063 /*
1064 =============
1065 ClientConnect
1066
1067 Called when a client connects to the server
1068 =============
1069 */
1070 void DecodeLevelParms (void);
1071 void ClientConnect (void)
1072 {
1073         float t;
1074
1075         if(IS_CLIENT(self))
1076         {
1077                 LOG_INFO("Warning: ClientConnect, but already connected!\n");
1078                 return;
1079         }
1080
1081         if(Ban_MaybeEnforceBanOnce(self))
1082                 return;
1083
1084         DecodeLevelParms();
1085
1086 #ifdef WATERMARK
1087         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1088 #endif
1089
1090         self.classname = "player_joining";
1091
1092         self.flags = FL_CLIENT;
1093         self.version_nagtime = time + 10 + random() * 10;
1094
1095         if(player_count<0)
1096         {
1097                 LOG_TRACE("BUG player count is lower than zero, this cannot happen!\n");
1098                 player_count = 0;
1099         }
1100
1101         if(IS_REAL_CLIENT(self)) { PlayerStats_PlayerBasic_CheckUpdate(self); }
1102
1103         PlayerScore_Attach(self);
1104         ClientData_Attach();
1105         accuracy_init(self);
1106         Inventory_new(self);
1107
1108         bot_clientconnect();
1109
1110         playerdemo_init();
1111
1112         anticheat_init();
1113
1114         // identify the right forced team
1115         if(autocvar_g_campaign)
1116         {
1117                 if(IS_REAL_CLIENT(self)) // only players, not bots
1118                 {
1119                         switch(autocvar_g_campaign_forceteam)
1120                         {
1121                                 case 1: self.team_forced = NUM_TEAM_1; break;
1122                                 case 2: self.team_forced = NUM_TEAM_2; break;
1123                                 case 3: self.team_forced = NUM_TEAM_3; break;
1124                                 case 4: self.team_forced = NUM_TEAM_4; break;
1125                                 default: self.team_forced = 0;
1126                         }
1127                 }
1128         }
1129         else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1130                 self.team_forced = NUM_TEAM_1;
1131         else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1132                 self.team_forced = NUM_TEAM_2;
1133         else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1134                 self.team_forced = NUM_TEAM_3;
1135         else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1136                 self.team_forced = NUM_TEAM_4;
1137         else if(autocvar_g_forced_team_otherwise == "red")
1138                 self.team_forced = NUM_TEAM_1;
1139         else if(autocvar_g_forced_team_otherwise == "blue")
1140                 self.team_forced = NUM_TEAM_2;
1141         else if(autocvar_g_forced_team_otherwise == "yellow")
1142                 self.team_forced = NUM_TEAM_3;
1143         else if(autocvar_g_forced_team_otherwise == "pink")
1144                 self.team_forced = NUM_TEAM_4;
1145         else if(autocvar_g_forced_team_otherwise == "spectate")
1146                 self.team_forced = -1;
1147         else if(autocvar_g_forced_team_otherwise == "spectator")
1148                 self.team_forced = -1;
1149         else
1150                 self.team_forced = 0;
1151
1152         if(!teamplay)
1153                 if(self.team_forced > 0)
1154                         self.team_forced = 0;
1155
1156         JoinBestTeam(self, false, false); // if the team number is valid, keep it
1157
1158         if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
1159                 self.classname = "observer";
1160         } else {
1161                 if(teamplay)
1162                 {
1163                         if(autocvar_g_balance_teams)
1164                         {
1165                                 self.classname = "player";
1166                                 campaign_bots_may_start = 1;
1167                         }
1168                         else
1169                         {
1170                                 self.classname = "observer"; // do it anyway
1171                         }
1172                 }
1173                 else
1174                 {
1175                         self.classname = "player";
1176                         campaign_bots_may_start = 1;
1177                 }
1178         }
1179
1180         self.playerid = (playerid_last = playerid_last + 1);
1181
1182         PlayerStats_GameReport_AddEvent(sprintf("kills-%d", self.playerid));
1183
1184     if(IS_BOT_CLIENT(self))
1185         PlayerStats_GameReport_AddPlayer(self);
1186
1187         if(autocvar_sv_eventlog)
1188                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
1189
1190         LogTeamchange(self.playerid, self.team, 1);
1191
1192         self.just_joined = true;  // stop spamming the eventlog with additional lines when the client connects
1193
1194         self.netname_previous = strzone(self.netname);
1195
1196         if(IS_PLAYER(self) && teamplay)
1197                 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1198         else
1199                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1200
1201         stuffcmd(self, strcat(clientstuff, "\n"));
1202         stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1203
1204         FixClientCvars(self);
1205
1206         // spawnfunc_waypoint sprites
1207         WaypointSprite_InitClient(self);
1208
1209         // Wazat's grappling hook
1210         SetGrappleHookBindings();
1211
1212         // Jetpack binds
1213         stuffcmd(self, "alias +jetpack +button10\n");
1214         stuffcmd(self, "alias -jetpack -button10\n");
1215
1216         // get version info from player
1217         stuffcmd(self, "cmd clientversion $gameversion\n");
1218
1219         // get other cvars from player
1220         GetCvars(0);
1221
1222         // notify about available teams
1223         if(teamplay)
1224         {
1225                 CheckAllowedTeams(self);
1226                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1227                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1228         }
1229         else
1230                 stuffcmd(self, "set _teams_available 0\n");
1231
1232         attach_entcs();
1233
1234         bot_relinkplayerlist();
1235
1236         self.spectatortime = time;
1237         if(blockSpectators)
1238         {
1239                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1240         }
1241
1242         self.jointime = time;
1243         self.allowed_timeouts = autocvar_sv_timeout_number;
1244
1245         if(IS_REAL_CLIENT(self))
1246         {
1247                 if(!autocvar_g_campaign)
1248                 {
1249                         self.motd_actived_time = -1;
1250                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1251                 }
1252
1253                 if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET_TUBA))
1254                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1255         }
1256
1257         if(!sv_foginterval && world.fog != "")
1258                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1259
1260         W_HitPlotOpen(self);
1261
1262         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
1263                 send_CSQC_teamnagger();
1264
1265         CheatInitClient();
1266
1267         CSQCMODEL_AUTOINIT();
1268
1269         self.model_randomizer = random();
1270
1271         if(IS_REAL_CLIENT(self))
1272                 sv_notice_join();
1273
1274         for (entity e = world; (e = findfloat(e, init_for_player_needed, 1)); ) {
1275                 entity oldself = self;
1276                 self = e;
1277                 e.init_for_player(oldself);
1278                 self = oldself;
1279         }
1280
1281         MUTATOR_CALLHOOK(ClientConnect, self);
1282 }
1283 /*
1284 =============
1285 ClientDisconnect
1286
1287 Called when a client disconnects from the server
1288 =============
1289 */
1290 .entity chatbubbleentity;
1291 void ReadyCount();
1292 void ClientDisconnect (void)
1293 {
1294         if(self.vehicle)
1295             vehicles_exit(VHEF_RELEASE);
1296
1297         if (!IS_CLIENT(self))
1298         {
1299                 LOG_INFO("Warning: ClientDisconnect without ClientConnect\n");
1300                 return;
1301         }
1302
1303         PlayerStats_GameReport_FinalizePlayer(self);
1304
1305         if ( self.active_minigame )
1306                 part_minigame(self);
1307
1308         if(IS_PLAYER(self)) { Send_Effect(EFFECT_SPAWN_NEUTRAL, self.origin, '0 0 0', 1); }
1309
1310         CheatShutdownClient();
1311
1312         W_HitPlotClose(self);
1313
1314         anticheat_report();
1315         anticheat_shutdown();
1316
1317         playerdemo_shutdown();
1318
1319         bot_clientdisconnect();
1320
1321         if(self.entcs)
1322                 detach_entcs();
1323
1324         if(autocvar_sv_eventlog)
1325                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1326
1327         Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1328
1329         MUTATOR_CALLHOOK(ClientDisconnect);
1330
1331         Portal_ClearAll(self);
1332
1333         Unfreeze(self);
1334
1335         RemoveGrapplingHook(self);
1336
1337         // Here, everything has been done that requires this player to be a client.
1338
1339         self.flags &= ~FL_CLIENT;
1340
1341         if (self.chatbubbleentity)
1342                 remove (self.chatbubbleentity);
1343
1344         if (self.killindicator)
1345                 remove (self.killindicator);
1346
1347         WaypointSprite_PlayerGone();
1348
1349         bot_relinkplayerlist();
1350
1351         accuracy_free(self);
1352         Inventory_delete(self);
1353         ClientData_Detach();
1354         PlayerScore_Detach(self);
1355
1356         if(self.netname_previous)
1357                 strunzone(self.netname_previous);
1358         if(self.clientstatus)
1359                 strunzone(self.clientstatus);
1360         if(self.weaponorder_byimpulse)
1361                 strunzone(self.weaponorder_byimpulse);
1362
1363         ClearPlayerSounds();
1364
1365         if(self.personal)
1366                 remove(self.personal);
1367
1368         self.playerid = 0;
1369         ReadyCount();
1370
1371         // free cvars
1372         GetCvars(-1);
1373 }
1374
1375 .float BUTTON_CHAT;
1376 void ChatBubbleThink()
1377 {
1378         self.nextthink = time;
1379         if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1380         {
1381                 if(self.owner) // but why can that ever be world?
1382                         self.owner.chatbubbleentity = world;
1383                 remove(self);
1384                 return;
1385         }
1386         
1387         self.mdl = "";
1388         
1389         if ( !self.owner.deadflag && IS_PLAYER(self.owner) )
1390         {
1391                 if ( self.owner.active_minigame )
1392                         self.mdl = "models/sprites/minigame_busy.iqm";
1393                 else if ( self.owner.BUTTON_CHAT )
1394                         self.mdl = "models/misc/chatbubble.spr";
1395         }
1396         
1397         if ( self.model != self.mdl )
1398                 setmodel(self, self.mdl);
1399
1400 }
1401
1402 void UpdateChatBubble()
1403 {
1404         if (self.alpha < 0)
1405                 return;
1406         // spawn a chatbubble entity if needed
1407         if (!self.chatbubbleentity)
1408         {
1409                 self.chatbubbleentity = spawn();
1410                 self.chatbubbleentity.owner = self;
1411                 self.chatbubbleentity.exteriormodeltoclient = self;
1412                 self.chatbubbleentity.think = ChatBubbleThink;
1413                 self.chatbubbleentity.nextthink = time;
1414                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1415                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1416                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1417                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1418                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1419                 //self.chatbubbleentity.model = "";
1420                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1421         }
1422 }
1423
1424
1425 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1426 // added to the model skins
1427 /*void UpdateColorModHack()
1428 {
1429         float c;
1430         c = self.clientcolors & 15;
1431         // LordHavoc: only bothering to support white, green, red, yellow, blue
1432              if (!teamplay) self.colormod = '0 0 0';
1433         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1434         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1435         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1436         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1437         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1438         else self.colormod = '1 1 1';
1439 }*/
1440
1441 void respawn(void)
1442 {
1443         if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1444         {
1445                 self.solid = SOLID_NOT;
1446                 self.takedamage = DAMAGE_NO;
1447                 self.movetype = MOVETYPE_FLY;
1448                 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1449                 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1450                 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1451                 Send_Effect(EFFECT_RESPAWN_GHOST, self.origin, '0 0 0', 1);
1452                 if(autocvar_g_respawn_ghosts_maxtime)
1453                         SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1454         }
1455
1456         CopyBody(1);
1457
1458         self.effects |= EF_NODRAW; // prevent another CopyBody
1459         PutClientInServer();
1460 }
1461
1462 void play_countdown(float finished, string samp)
1463 {
1464         if(IS_REAL_CLIENT(self))
1465                 if(floor(finished - time - frametime) != floor(finished - time))
1466                         if(finished - time < 6)
1467                                 sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1468 }
1469
1470 void player_powerups (void)
1471 {
1472         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1473         int items_prev = self.items;
1474
1475         if((self.items & IT_USING_JETPACK) && !self.deadflag && !gameover)
1476                 self.modelflags |= MF_ROCKET;
1477         else
1478                 self.modelflags &= ~MF_ROCKET;
1479
1480         self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1481
1482         if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1483                 return;
1484
1485         Fire_ApplyDamage(self);
1486         Fire_ApplyEffect(self);
1487
1488         if (!g_instagib)
1489         {
1490                 if (self.items & ITEM_Strength.m_itemid)
1491                 {
1492                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1493                         self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1494                         if (time > self.strength_finished)
1495                         {
1496                                 self.items = self.items - (self.items & ITEM_Strength.m_itemid);
1497                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1498                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1499                         }
1500                 }
1501                 else
1502                 {
1503                         if (time < self.strength_finished)
1504                         {
1505                                 self.items = self.items | ITEM_Strength.m_itemid;
1506                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1507                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1508                         }
1509                 }
1510                 if (self.items & ITEM_Shield.m_itemid)
1511                 {
1512                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1513                         self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1514                         if (time > self.invincible_finished)
1515                         {
1516                                 self.items = self.items - (self.items & ITEM_Shield.m_itemid);
1517                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1518                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1519                         }
1520                 }
1521                 else
1522                 {
1523                         if (time < self.invincible_finished)
1524                         {
1525                                 self.items = self.items | ITEM_Shield.m_itemid;
1526                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1527                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1528                         }
1529                 }
1530                 if (self.items & IT_SUPERWEAPON)
1531                 {
1532                         if (!(self.weapons & WEPSET_SUPERWEAPONS))
1533                         {
1534                                 self.superweapons_finished = 0;
1535                                 self.items = self.items - (self.items & IT_SUPERWEAPON);
1536                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1537                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1538                         }
1539                         else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1540                         {
1541                                 // don't let them run out
1542                         }
1543                         else
1544                         {
1545                                 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1546                                 if (time > self.superweapons_finished)
1547                                 {
1548                                         self.items = self.items - (self.items & IT_SUPERWEAPON);
1549                                         self.weapons &= ~WEPSET_SUPERWEAPONS;
1550                                         //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1551                                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1552                                 }
1553                         }
1554                 }
1555                 else if(self.weapons & WEPSET_SUPERWEAPONS)
1556                 {
1557                         if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1558                         {
1559                                 self.items = self.items | IT_SUPERWEAPON;
1560                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1561                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1562                         }
1563                         else
1564                         {
1565                                 self.superweapons_finished = 0;
1566                                 self.weapons &= ~WEPSET_SUPERWEAPONS;
1567                         }
1568                 }
1569                 else
1570                 {
1571                         self.superweapons_finished = 0;
1572                 }
1573         }
1574
1575         if(autocvar_g_nodepthtestplayers)
1576                 self.effects = self.effects | EF_NODEPTHTEST;
1577
1578         if(autocvar_g_fullbrightplayers)
1579                 self.effects = self.effects | EF_FULLBRIGHT;
1580
1581         if (time >= game_starttime)
1582         if (time < self.spawnshieldtime)
1583                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1584
1585         MUTATOR_CALLHOOK(PlayerPowerups, self, items_prev);
1586 }
1587
1588 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1589 {
1590         if(current > stable)
1591                 return current;
1592         else if(current > stable - 0.25) // when close enough, "snap"
1593                 return stable;
1594         else
1595                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1596 }
1597
1598 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1599 {
1600         if(current < stable)
1601                 return current;
1602         else if(current < stable + 0.25) // when close enough, "snap"
1603                 return stable;
1604         else
1605                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1606 }
1607
1608 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1609 {
1610         if(current > rotstable)
1611         {
1612                 if(rotframetime > 0)
1613                 {
1614                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1615                         current = max(rotstable, current - rotlinear * rotframetime);
1616                 }
1617         }
1618         else if(current < regenstable)
1619         {
1620                 if(regenframetime > 0)
1621                 {
1622                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1623                         current = min(regenstable, current + regenlinear * regenframetime);
1624                 }
1625         }
1626
1627         if(current > limit)
1628                 current = limit;
1629
1630         return current;
1631 }
1632
1633 void player_regen (void)
1634 {
1635         float max_mod, regen_mod, rot_mod, limit_mod;
1636         max_mod = regen_mod = rot_mod = limit_mod = 1;
1637         regen_mod_max = max_mod;
1638         regen_mod_regen = regen_mod;
1639         regen_mod_rot = rot_mod;
1640         regen_mod_limit = limit_mod;
1641
1642         regen_health = autocvar_g_balance_health_regen;
1643         regen_health_linear = autocvar_g_balance_health_regenlinear;
1644         regen_health_rot = autocvar_g_balance_health_rot;
1645         regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1646         regen_health_stable = autocvar_g_balance_health_regenstable;
1647         regen_health_rotstable = autocvar_g_balance_health_rotstable;
1648         if(!MUTATOR_CALLHOOK(PlayerRegen))
1649         if(!self.frozen)
1650         {
1651                 float mina, maxa, limith, limita;
1652                 maxa = autocvar_g_balance_armor_rotstable;
1653                 mina = autocvar_g_balance_armor_regenstable;
1654                 limith = autocvar_g_balance_health_limit;
1655                 limita = autocvar_g_balance_armor_limit;
1656
1657                 max_mod = regen_mod_max;
1658                 regen_mod = regen_mod_regen;
1659                 rot_mod = regen_mod_rot;
1660                 limit_mod = regen_mod_limit;
1661
1662                 regen_health_rotstable = regen_health_rotstable * max_mod;
1663                 regen_health_stable = regen_health_stable * max_mod;
1664                 limith = limith * limit_mod;
1665                 limita = limita * limit_mod;
1666
1667                 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);
1668                 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);
1669         }
1670
1671         // if player rotted to death...  die!
1672         // check this outside above checks, as player may still be able to rot to death
1673         if(self.health < 1)
1674         {
1675                 if(self.vehicle)
1676                         vehicles_exit(VHEF_RELEASE);
1677                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1678         }
1679
1680         if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1681         {
1682                 float minf, maxf, limitf;
1683
1684                 maxf = autocvar_g_balance_fuel_rotstable;
1685                 minf = autocvar_g_balance_fuel_regenstable;
1686                 limitf = autocvar_g_balance_fuel_limit;
1687
1688                 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);
1689         }
1690 }
1691
1692 float zoomstate_set;
1693 void SetZoomState(float z)
1694 {
1695         if(z != self.zoomstate)
1696         {
1697                 self.zoomstate = z;
1698                 ClientData_Touch(self);
1699         }
1700         zoomstate_set = 1;
1701 }
1702
1703 void GetPressedKeys(void) {
1704         MUTATOR_CALLHOOK(GetPressedKeys);
1705         #define X(var,bit,flag) (flag ? var |= bit : var &= ~bit)
1706         X(self.pressedkeys, KEY_FORWARD,        self.movement_x > 0);
1707         X(self.pressedkeys, KEY_BACKWARD,       self.movement_x < 0);
1708         X(self.pressedkeys, KEY_RIGHT,          self.movement_y > 0);
1709         X(self.pressedkeys, KEY_LEFT,           self.movement_y < 0);
1710
1711         X(self.pressedkeys, KEY_JUMP,           PHYS_INPUT_BUTTON_JUMP(self));
1712         X(self.pressedkeys, KEY_CROUCH,         PHYS_INPUT_BUTTON_CROUCH(self));
1713         X(self.pressedkeys, KEY_ATCK,           PHYS_INPUT_BUTTON_ATCK(self));
1714         X(self.pressedkeys, KEY_ATCK2,          PHYS_INPUT_BUTTON_ATCK2(self));
1715         #undef X
1716 }
1717
1718 /*
1719 ======================
1720 spectate mode routines
1721 ======================
1722 */
1723
1724 void SpectateCopy(entity spectatee) {
1725         MUTATOR_CALLHOOK(SpectateCopy, spectatee, self);
1726         self.armortype = spectatee.armortype;
1727         self.armorvalue = spectatee.armorvalue;
1728         self.ammo_cells = spectatee.ammo_cells;
1729         self.ammo_plasma = spectatee.ammo_plasma;
1730         self.ammo_shells = spectatee.ammo_shells;
1731         self.ammo_nails = spectatee.ammo_nails;
1732         self.ammo_rockets = spectatee.ammo_rockets;
1733         self.ammo_fuel = spectatee.ammo_fuel;
1734         self.clip_load = spectatee.clip_load;
1735         self.clip_size = spectatee.clip_size;
1736         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1737         self.health = spectatee.health;
1738         self.impulse = 0;
1739         self.items = spectatee.items;
1740         self.last_pickup = spectatee.last_pickup;
1741         self.hit_time = spectatee.hit_time;
1742         self.metertime = spectatee.metertime;
1743         self.strength_finished = spectatee.strength_finished;
1744         self.invincible_finished = spectatee.invincible_finished;
1745         self.pressedkeys = spectatee.pressedkeys;
1746         self.weapons = spectatee.weapons;
1747         self.switchweapon = spectatee.switchweapon;
1748         self.switchingweapon = spectatee.switchingweapon;
1749         self.weapon = spectatee.weapon;
1750         self.vortex_charge = spectatee.vortex_charge;
1751         self.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1752         self.hagar_load = spectatee.hagar_load;
1753         self.arc_heat_percent = spectatee.arc_heat_percent;
1754         self.minelayer_mines = spectatee.minelayer_mines;
1755         self.punchangle = spectatee.punchangle;
1756         self.view_ofs = spectatee.view_ofs;
1757         self.velocity = spectatee.velocity;
1758         self.dmg_take = spectatee.dmg_take;
1759         self.dmg_save = spectatee.dmg_save;
1760         self.dmg_inflictor = spectatee.dmg_inflictor;
1761         self.v_angle = spectatee.v_angle;
1762         self.angles = spectatee.v_angle;
1763         self.frozen = spectatee.frozen;
1764         self.revive_progress = spectatee.revive_progress;
1765         if(!self.BUTTON_USE)
1766                 self.fixangle = true;
1767         setorigin(self, spectatee.origin);
1768         setsize(self, spectatee.mins, spectatee.maxs);
1769         SetZoomState(spectatee.zoomstate);
1770
1771     anticheat_spectatecopy(spectatee);
1772         self.hud = spectatee.hud;
1773         if(spectatee.vehicle)
1774     {
1775         self.fixangle = false;
1776         //self.velocity = spectatee.vehicle.velocity;
1777         self.vehicle_health = spectatee.vehicle_health;
1778         self.vehicle_shield = spectatee.vehicle_shield;
1779         self.vehicle_energy = spectatee.vehicle_energy;
1780         self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1781         self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1782         self.vehicle_reload1 = spectatee.vehicle_reload1;
1783         self.vehicle_reload2 = spectatee.vehicle_reload2;
1784
1785         msg_entity = self;
1786
1787         WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1788             WriteAngle(MSG_ONE,  spectatee.v_angle.x);
1789             WriteAngle(MSG_ONE,  spectatee.v_angle.y);
1790             WriteAngle(MSG_ONE,  spectatee.v_angle.z);
1791
1792         //WriteByte (MSG_ONE, SVC_SETVIEW);
1793         //    WriteEntity(MSG_ONE, self);
1794         //makevectors(spectatee.v_angle);
1795         //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1796     }
1797 }
1798
1799 float SpectateUpdate()
1800 {
1801         if(!self.enemy)
1802             return 0;
1803
1804         if(!IS_PLAYER(self.enemy) || self == self.enemy)
1805         {
1806                 SetSpectator(self, world);
1807                 return 0;
1808         }
1809
1810         SpectateCopy(self.enemy);
1811
1812         return 1;
1813 }
1814
1815 float SpectateSet()
1816 {
1817         if(self.enemy.classname != "player")
1818                 return false;
1819         /*if(self.enemy.vehicle)
1820         {
1821
1822                 msg_entity = self;
1823                 WriteByte(MSG_ONE, SVC_SETVIEW);
1824                 WriteEntity(MSG_ONE, self.enemy);
1825                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1826
1827                 self.movetype = MOVETYPE_NONE;
1828                 accuracy_resend(self);
1829         }
1830         else
1831         {*/
1832                 msg_entity = self;
1833                 WriteByte(MSG_ONE, SVC_SETVIEW);
1834                 WriteEntity(MSG_ONE, self.enemy);
1835                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1836                 self.movetype = MOVETYPE_NONE;
1837                 accuracy_resend(self);
1838
1839                 if(!SpectateUpdate())
1840                         PutObserverInServer();
1841         //}
1842         return true;
1843 }
1844
1845 void SetSpectator(entity player, entity spectatee)
1846 {
1847         entity old_spectatee = player.enemy;
1848
1849         player.enemy = spectatee;
1850
1851         // WEAPONTODO
1852         // these are required to fix the spectator bug with arc
1853         if(old_spectatee && old_spectatee.arc_beam) { old_spectatee.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1854         if(player.enemy && player.enemy.arc_beam) { player.enemy.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1855 }
1856
1857 float Spectate(entity pl)
1858 {
1859         if(g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1860         if(pl.team != self.team)
1861                 return 0;
1862
1863         SetSpectator(self, pl);
1864         return SpectateSet();
1865 }
1866
1867 // Returns next available player to spectate if g_ca_spectate_enemies == 0
1868 entity CA_SpectateNext(entity start) {
1869         if (start.team == self.team) {
1870                 return start;
1871         }
1872
1873         other = start;
1874         // continue from current player
1875         while(other && other.team != self.team) {
1876                 other = find(other, classname, "player");
1877         }
1878
1879         if (!other) {
1880                 // restart from begining
1881                 other = find(other, classname, "player");
1882                 while(other && other.team != self.team) {
1883                         other = find(other, classname, "player");
1884                 }
1885         }
1886
1887         return other;
1888 }
1889
1890 float SpectateNext()
1891 {
1892         other = find(self.enemy, classname, "player");
1893
1894         if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
1895                 // CA and ca players when spectating enemies is forbidden
1896                 other = CA_SpectateNext(other);
1897         } else {
1898                 // other modes and ca spectators or spectating enemies is allowed
1899                 if (!other)
1900                         other = find(other, classname, "player");
1901         }
1902
1903         if(other) { SetSpectator(self, other); }
1904
1905         return SpectateSet();
1906 }
1907
1908 float SpectatePrev()
1909 {
1910         // NOTE: chain order is from the highest to the lower entnum (unlike find)
1911         other = findchain(classname, "player");
1912         if (!other) // no player
1913                 return false;
1914
1915         entity first = other;
1916         // skip players until current spectated player
1917         if(self.enemy)
1918         while(other && other != self.enemy)
1919                 other = other.chain;
1920
1921         if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1922         {
1923                 do { other = other.chain; }
1924                 while(other && other.team != self.team);
1925
1926                 if (!other)
1927                 {
1928                         other = first;
1929                         while(other.team != self.team)
1930                                 other = other.chain;
1931                         if(other == self.enemy)
1932                                 return true;
1933                 }
1934         }
1935         else
1936         {
1937                 if(other.chain)
1938                         other = other.chain;
1939                 else
1940                         other = first;
1941         }
1942         SetSpectator(self, other);
1943         return SpectateSet();
1944 }
1945
1946 /*
1947 =============
1948 ShowRespawnCountdown()
1949
1950 Update a respawn countdown display.
1951 =============
1952 */
1953 void ShowRespawnCountdown()
1954 {
1955         float number;
1956         if(self.deadflag == DEAD_NO) // just respawned?
1957                 return;
1958         else
1959         {
1960                 number = ceil(self.respawn_time - time);
1961                 if(number <= 0)
1962                         return;
1963                 if(number <= self.respawn_countdown)
1964                 {
1965                         self.respawn_countdown = number - 1;
1966                         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
1967                                 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1968                 }
1969         }
1970 }
1971
1972 void LeaveSpectatorMode()
1973 {
1974         if(self.caplayer)
1975                 return;
1976         if(nJoinAllowed(self))
1977         {
1978                 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1979                 {
1980                         self.classname = "player";
1981                         nades_RemoveBonus(self);
1982
1983                         if(autocvar_g_campaign || autocvar_g_balance_teams)
1984                                 { JoinBestTeam(self, false, true); }
1985
1986                         if(autocvar_g_campaign)
1987                                 { campaign_bots_may_start = 1; }
1988
1989                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
1990
1991                         PutClientInServer();
1992
1993                         if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
1994                 }
1995                 else
1996                         stuffcmd(self, "menu_showteamselect\n");
1997         }
1998         else
1999         {
2000                 // Player may not join because g_maxplayers is set
2001                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
2002         }
2003 }
2004
2005 /**
2006  * Determines whether the player is allowed to join. This depends on cvar
2007  * g_maxplayers, if it isn't used this function always return true, otherwise
2008  * it checks whether the number of currently playing players exceeds g_maxplayers.
2009  * @return int number of free slots for players, 0 if none
2010  */
2011 float nJoinAllowed(entity ignore) {
2012         if(!ignore)
2013         // this is called that way when checking if anyone may be able to join (to build qcstatus)
2014         // so report 0 free slots if restricted
2015         {
2016                 if(autocvar_g_forced_team_otherwise == "spectate")
2017                         return 0;
2018                 if(autocvar_g_forced_team_otherwise == "spectator")
2019                         return 0;
2020         }
2021
2022         if(self.team_forced < 0)
2023                 return 0; // forced spectators can never join
2024
2025         // TODO simplify this
2026         entity e;
2027         float totalClients = 0;
2028         FOR_EACH_CLIENT(e)
2029                 if(e != ignore)
2030                         totalClients += 1;
2031
2032         if (!autocvar_g_maxplayers)
2033                 return maxclients - totalClients;
2034
2035         float currentlyPlaying = 0;
2036         FOR_EACH_REALCLIENT(e)
2037                 if(IS_PLAYER(e) || e.caplayer)
2038                         currentlyPlaying += 1;
2039
2040         if(currentlyPlaying < autocvar_g_maxplayers)
2041                 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2042
2043         return 0;
2044 }
2045
2046 /**
2047  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2048  * g_maxplayers_spectator_blocktime seconds
2049  */
2050 void checkSpectatorBlock() {
2051         if(IS_SPEC(self) || IS_OBSERVER(self))
2052         if(!self.caplayer)
2053         if(IS_REAL_CLIENT(self))
2054         {
2055                 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2056                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2057                         dropclient(self);
2058                 }
2059         }
2060 }
2061
2062 void PrintWelcomeMessage()
2063 {
2064         if(self.motd_actived_time == 0)
2065         {
2066                 if (autocvar_g_campaign) {
2067                         if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
2068                                 self.motd_actived_time = time;
2069                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
2070                         }
2071                 } else {
2072                         if (self.BUTTON_INFO) {
2073                                 self.motd_actived_time = time;
2074                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2075                         }
2076                 }
2077         }
2078         else if(self.motd_actived_time > 0) // showing MOTD or campaign message
2079         {
2080                 if (autocvar_g_campaign) {
2081                         if (self.BUTTON_INFO)
2082                                 self.motd_actived_time = time;
2083                         else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
2084                                 self.motd_actived_time = 0;
2085                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2086                         }
2087                 } else {
2088                         if (self.BUTTON_INFO)
2089                                 self.motd_actived_time = time;
2090                         else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2091                                 self.motd_actived_time = 0;
2092                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2093                         }
2094                 }
2095         }
2096         else //if(self.motd_actived_time < 0) // just connected, motd is active
2097         {
2098                 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
2099                         self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2100                 else if(self.motd_actived_time == -2 || IS_PLAYER(self))
2101                 {
2102                         // instanctly hide MOTD
2103                         self.motd_actived_time = 0;
2104                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2105                 }
2106         }
2107 }
2108
2109 void ObserverThink()
2110 {
2111         if ( self.impulse )
2112         {
2113                 MinigameImpulse(self.impulse);
2114                 self.impulse = 0;
2115         }
2116         float prefered_movetype;
2117         if (self.flags & FL_JUMPRELEASED) {
2118                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2119                         self.flags &= ~FL_JUMPRELEASED;
2120                         self.flags |= FL_SPAWNING;
2121                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2122                         self.flags &= ~FL_JUMPRELEASED;
2123                         if(SpectateNext()) {
2124                                 self.classname = "spectator";
2125                         }
2126                 } else {
2127                         prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2128                         if (self.movetype != prefered_movetype)
2129                                 self.movetype = prefered_movetype;
2130                 }
2131         } else {
2132                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2133                         self.flags |= FL_JUMPRELEASED;
2134                         if(self.flags & FL_SPAWNING)
2135                         {
2136                                 self.flags &= ~FL_SPAWNING;
2137                                 LeaveSpectatorMode();
2138                                 return;
2139                         }
2140                 }
2141         }
2142 }
2143
2144 void SpectatorThink()
2145 {
2146         if ( self.impulse )
2147         {
2148                 if(MinigameImpulse(self.impulse))
2149                         self.impulse = 0;
2150         }
2151         if (self.flags & FL_JUMPRELEASED) {
2152                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2153                         self.flags &= ~FL_JUMPRELEASED;
2154                         self.flags |= FL_SPAWNING;
2155                 } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
2156                         self.flags &= ~FL_JUMPRELEASED;
2157                         if(SpectateNext()) {
2158                                 self.classname = "spectator";
2159                         } else {
2160                                 self.classname = "observer";
2161                                 PutClientInServer();
2162                         }
2163                         self.impulse = 0;
2164                 } else if(self.impulse == 12 || self.impulse == 16  || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
2165                         self.flags &= ~FL_JUMPRELEASED;
2166                         if(SpectatePrev()) {
2167                                 self.classname = "spectator";
2168                         } else {
2169                                 self.classname = "observer";
2170                                 PutClientInServer();
2171                         }
2172                         self.impulse = 0;
2173                 } else if (self.BUTTON_ATCK2) {
2174                         self.flags &= ~FL_JUMPRELEASED;
2175                         self.classname = "observer";
2176                         PutClientInServer();
2177                 } else {
2178                         if(!SpectateUpdate())
2179                                 PutObserverInServer();
2180                 }
2181         } else {
2182                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2183                         self.flags |= FL_JUMPRELEASED;
2184                         if(self.flags & FL_SPAWNING)
2185                         {
2186                                 self.flags &= ~FL_SPAWNING;
2187                                 LeaveSpectatorMode();
2188                                 return;
2189                         }
2190                 }
2191                 if(!SpectateUpdate())
2192                         PutObserverInServer();
2193         }
2194
2195         self.flags |= FL_CLIENT | FL_NOTARGET;
2196 }
2197
2198 void vehicles_enter (entity pl, entity veh);
2199 void PlayerUseKey()
2200 {
2201         if (!IS_PLAYER(self))
2202                 return;
2203
2204         if(self.vehicle)
2205         {
2206                 if(!gameover)
2207                 {
2208                         vehicles_exit(VHEF_NORMAL);
2209                         return;
2210                 }
2211         }
2212         else if(autocvar_g_vehicles_enter)
2213         {
2214                 if(!self.frozen)
2215                 if(self.deadflag == DEAD_NO)
2216                 if(!gameover)
2217                 {
2218                         entity head, closest_target = world;
2219                         head = WarpZone_FindRadius(self.origin, autocvar_g_vehicles_enter_radius, TRUE);
2220
2221                         while(head) // find the closest acceptable target to enter
2222                         {
2223                                 if(head.vehicle_flags & VHF_ISVEHICLE)
2224                                 if(head.deadflag == DEAD_NO)
2225                                 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, self)))
2226                                 if(head.takedamage != DAMAGE_NO)
2227                                 {
2228                                         if(closest_target)
2229                                         {
2230                                                 if(vlen(self.origin - head.origin) < vlen(self.origin - closest_target.origin))
2231                                                 { closest_target = head; }
2232                                         }
2233                                         else { closest_target = head; }
2234                                 }
2235
2236                                 head = head.chain;
2237                         }
2238
2239                         if(closest_target) { vehicles_enter(self, closest_target); return; }
2240                 }
2241         }
2242
2243         // a use key was pressed; call handlers
2244         MUTATOR_CALLHOOK(PlayerUseKey);
2245 }
2246
2247 float isInvisibleString(string s)
2248 {
2249         float i, n, c;
2250         s = strdecolorize(s);
2251         for((i = 0), (n = strlen(s)); i < n; ++i)
2252         {
2253                 c = str2chr(s, i);
2254                 switch(c)
2255                 {
2256                         case 0:
2257                         case 32: // space
2258                                 break;
2259                         case 192: // charmap space
2260                                 if (!autocvar_utf8_enable)
2261                                         break;
2262                                 return false;
2263                         case 160: // space in unicode fonts
2264                         case 0xE000 + 192: // utf8 charmap space
2265                                 if (autocvar_utf8_enable)
2266                                         break;
2267                         default:
2268                                 return false;
2269                 }
2270         }
2271         return true;
2272 }
2273
2274 /*
2275 =============
2276 PlayerPreThink
2277
2278 Called every frame for each client before the physics are run
2279 =============
2280 */
2281 .float usekeypressed;
2282 void() nexball_setstatus;
2283 .float last_vehiclecheck;
2284 .int items_added;
2285 void PlayerPreThink (void)
2286 {
2287         WarpZone_PlayerPhysics_FixVAngle();
2288
2289         self.stat_game_starttime = game_starttime;
2290         self.stat_round_starttime = round_starttime;
2291         self.stat_allow_oldvortexbeam = autocvar_g_allow_oldvortexbeam;
2292         self.stat_leadlimit = autocvar_leadlimit;
2293
2294         self.weaponsinmap = weaponsInMap;
2295
2296         if(frametime)
2297         {
2298                 // physics frames: update anticheat stuff
2299                 anticheat_prethink();
2300         }
2301
2302         if(blockSpectators && frametime)
2303                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2304                 checkSpectatorBlock();
2305
2306         zoomstate_set = 0;
2307
2308         // Savage: Check for nameless players
2309         if (isInvisibleString(self.netname)) {
2310                 string new_name = strzone(strcat("Player@", self.netaddress));
2311                 if(autocvar_sv_eventlog)
2312                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", new_name));
2313                 if(self.netname_previous)
2314                         strunzone(self.netname_previous);
2315                 self.netname_previous = strzone(new_name);
2316                 self.netname = self.netname_previous;
2317                 // stuffcmd(self, strcat("name ", self.netname, "\n"));
2318         } else if(self.netname_previous != self.netname) {
2319                 if(autocvar_sv_eventlog)
2320                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2321                 if(self.netname_previous)
2322                         strunzone(self.netname_previous);
2323                 self.netname_previous = strzone(self.netname);
2324         }
2325
2326         // version nagging
2327         if(self.version_nagtime)
2328                 if(self.cvar_g_xonoticversion)
2329                         if(time > self.version_nagtime)
2330                         {
2331                                 // don't notify git users
2332                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2333                                 {
2334                                         if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2335                                         {
2336                                                 // notify release users if connecting to git
2337                                                 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");
2338                                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2339                                         }
2340                                         else
2341                                         {
2342                                                 float r;
2343                                                 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2344                                                 if(r < 0)
2345                                                 {
2346                                                         // give users new version
2347                                                         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");
2348                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2349                                                 }
2350                                                 else if(r > 0)
2351                                                 {
2352                                                         // notify users about old server version
2353                                                         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");
2354                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2355                                                 }
2356                                         }
2357                                 }
2358                                 self.version_nagtime = 0;
2359                         }
2360
2361         // GOD MODE info
2362         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2363         {
2364                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2365                 self.max_armorvalue = 0;
2366         }
2367
2368         if(self.frozen == 2)
2369         {
2370                 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
2371                 self.health = max(1, self.revive_progress * start_health);
2372                 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
2373
2374                 if(self.revive_progress >= 1)
2375                         Unfreeze(self);
2376         }
2377         else if(self.frozen == 3)
2378         {
2379                 self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1);
2380                 self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress );
2381
2382                 if(self.health < 1)
2383                 {
2384                         if(self.vehicle)
2385                                 vehicles_exit(VHEF_RELEASE);
2386                         self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE, self.origin, '0 0 0');
2387                 }
2388                 else if ( self.revive_progress <= 0 )
2389                         Unfreeze(self);
2390         }
2391
2392         MUTATOR_CALLHOOK(PlayerPreThink);
2393
2394         if(autocvar_g_vehicles_enter)
2395         if(time > self.last_vehiclecheck)
2396         if(IS_PLAYER(self))
2397         if(!gameover)
2398         if(!self.frozen)
2399         if(!self.vehicle)
2400         if(self.deadflag == DEAD_NO)
2401         {
2402                 entity veh;
2403                 for(veh = world; (veh = findflags(veh, vehicle_flags, VHF_ISVEHICLE)); )
2404                 if(vlen(veh.origin - self.origin) < autocvar_g_vehicles_enter_radius)
2405                 if(veh.deadflag == DEAD_NO)
2406                 if(veh.takedamage != DAMAGE_NO)
2407                 if((veh.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(veh.owner, self))
2408                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2409                 else if(!veh.owner)
2410                 if(!veh.team || SAME_TEAM(self, veh))
2411                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER);
2412                 else if(autocvar_g_vehicles_steal)
2413                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2414
2415                 self.last_vehiclecheck = time + 1;
2416         }
2417
2418         if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2419         {
2420                 if(self.BUTTON_USE && !self.usekeypressed)
2421                         PlayerUseKey();
2422                 self.usekeypressed = self.BUTTON_USE;
2423         }
2424
2425         if(IS_REAL_CLIENT(self))
2426                 PrintWelcomeMessage();
2427
2428         if(IS_PLAYER(self))
2429         {
2430
2431                 CheckRules_Player();
2432
2433                 if (intermission_running)
2434                 {
2435                         IntermissionThink ();   // otherwise a button could be missed between
2436                         return;                                 // the think tics
2437                 }
2438
2439                 //don't allow the player to turn around while game is paused!
2440                 if(timeout_status == TIMEOUT_ACTIVE) {
2441                         // FIXME turn this into CSQC stuff
2442                         self.v_angle = self.lastV_angle;
2443                         self.angles = self.lastV_angle;
2444                         self.fixangle = true;
2445                 }
2446
2447                 if(frametime)
2448                 {
2449                         if(self.weapon == WEP_VORTEX.m_id && WEP_CVAR(vortex, charge))
2450                         {
2451                                 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));
2452                                 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));
2453                                 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));
2454
2455                                 if(self.vortex_charge > WEP_CVAR(vortex, charge_animlimit))
2456                                 {
2457                                         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));
2458                                         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));
2459                                         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));
2460                                 }
2461                         }
2462                         else
2463                                 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, true) * 2;
2464
2465                         player_powerups();
2466                 }
2467
2468                 if (self.deadflag != DEAD_NO)
2469                 {
2470                         if(self.personal && g_race_qualifying)
2471                         {
2472                                 if(time > self.respawn_time)
2473                                 {
2474                                         self.respawn_time = time + 1; // only retry once a second
2475                                         self.stat_respawn_time = self.respawn_time;
2476                                         respawn();
2477                                         self.impulse = 141;
2478                                 }
2479                         }
2480                         else
2481                         {
2482                                 float button_pressed;
2483                                 if(frametime)
2484                                         player_anim();
2485                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2486
2487                                 if (self.deadflag == DEAD_DYING)
2488                                 {
2489                                         if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2490                                                 self.deadflag = DEAD_RESPAWNING;
2491                                         else if(!button_pressed)
2492                                                 self.deadflag = DEAD_DEAD;
2493                                 }
2494                                 else if (self.deadflag == DEAD_DEAD)
2495                                 {
2496                                         if(button_pressed)
2497                                                 self.deadflag = DEAD_RESPAWNABLE;
2498                                         else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2499                                                 self.deadflag = DEAD_RESPAWNING;
2500                                 }
2501                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2502                                 {
2503                                         if(!button_pressed)
2504                                                 self.deadflag = DEAD_RESPAWNING;
2505                                 }
2506                                 else if (self.deadflag == DEAD_RESPAWNING)
2507                                 {
2508                                         if(time > self.respawn_time)
2509                                         {
2510                                                 self.respawn_time = time + 1; // only retry once a second
2511                                                 self.respawn_time_max = self.respawn_time;
2512                                                 respawn();
2513                                         }
2514                                 }
2515
2516                                 ShowRespawnCountdown();
2517
2518                                 if(self.respawn_flags & RESPAWN_SILENT)
2519                                         self.stat_respawn_time = 0;
2520                                 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2521                                         self.stat_respawn_time = self.respawn_time_max;
2522                                 else
2523                                         self.stat_respawn_time = self.respawn_time;
2524                         }
2525
2526                         // if respawning, invert stat_respawn_time to indicate this, the client translates it
2527                         if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2528                                 self.stat_respawn_time *= -1;
2529
2530                         return;
2531                 }
2532
2533                 self.prevorigin = self.origin;
2534
2535                 float do_crouch = self.BUTTON_CROUCH;
2536                 if(self.hook.state)
2537                         do_crouch = 0;
2538                 if(self.vehicle)
2539                         do_crouch = 0;
2540                 if(self.frozen)
2541                         do_crouch = 0;
2542
2543                 // WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
2544                 // It cannot be predicted by the engine!
2545                 if((self.weapon == WEP_SHOCKWAVE.m_id || self.weapon == WEP_SHOTGUN.m_id) && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2546                         do_crouch = 0;
2547
2548                 if (do_crouch)
2549                 {
2550                         if (!self.crouch)
2551                         {
2552                                 self.crouch = true;
2553                                 self.view_ofs = self.stat_pl_crouch_view_ofs;
2554                                 setsize (self, self.stat_pl_crouch_min, self.stat_pl_crouch_max);
2555                                 // setanim(self, self.anim_duck, false, true, true); // this anim is BROKEN anyway
2556                         }
2557                 }
2558                 else
2559                 {
2560                         if (self.crouch)
2561                         {
2562                                 tracebox(self.origin, self.stat_pl_min, self.stat_pl_max, self.origin, false, self);
2563                                 if (!trace_startsolid)
2564                                 {
2565                                         self.crouch = false;
2566                                         self.view_ofs = self.stat_pl_view_ofs;
2567                                         setsize (self, self.stat_pl_min, self.stat_pl_max);
2568                                 }
2569                         }
2570                 }
2571
2572                 FixPlayermodel();
2573
2574                 GrapplingHookFrame();
2575
2576                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2577                 //if(frametime)
2578                 {
2579                         self.items &= ~self.items_added;
2580
2581                         W_WeaponFrame();
2582
2583                         self.items_added = 0;
2584                         if(self.items & ITEM_Jetpack.m_itemid)
2585                                 if(self.items & ITEM_JetpackRegen.m_itemid || self.ammo_fuel >= 0.01)
2586                                         self.items_added |= IT_FUEL;
2587
2588                         self.items |= self.items_added;
2589                 }
2590
2591                 player_regen();
2592
2593                 // WEAPONTODO: Add a weapon request for this
2594                 // rot vortex charge to the charge limit
2595                 if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
2596                         self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2597
2598                 if(frametime)
2599                         player_anim();
2600
2601                 // secret status
2602                 secrets_setstatus();
2603
2604                 // monsters status
2605                 monsters_setstatus();
2606
2607                 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2608
2609                 //self.angles_y=self.v_angle_y + 90;   // temp
2610         } else if(gameover) {
2611                 if (intermission_running)
2612                         IntermissionThink ();   // otherwise a button could be missed between
2613                 return;
2614         } else if(IS_OBSERVER(self)) {
2615                 ObserverThink();
2616         } else if(IS_SPEC(self)) {
2617                 SpectatorThink();
2618         }
2619
2620         // WEAPONTODO: Add weapon request for this
2621         if(!zoomstate_set)
2622                 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
2623
2624         float oldspectatee_status;
2625         oldspectatee_status = self.spectatee_status;
2626         if(IS_SPEC(self))
2627                 self.spectatee_status = num_for_edict(self.enemy);
2628         else if(IS_OBSERVER(self))
2629                 self.spectatee_status = num_for_edict(self);
2630         else
2631                 self.spectatee_status = 0;
2632         if(self.spectatee_status != oldspectatee_status)
2633         {
2634                 ClientData_Touch(self);
2635         }
2636
2637         if(self.teamkill_soundtime)
2638         if(time > self.teamkill_soundtime)
2639         {
2640                 self.teamkill_soundtime = 0;
2641
2642                 entity oldpusher, oldself;
2643
2644                 oldself = self; self = self.teamkill_soundsource;
2645                 oldpusher = self.pusher; self.pusher = oldself;
2646
2647                 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2648
2649                 self.pusher = oldpusher;
2650                 self = oldself;
2651         }
2652
2653         if(self.taunt_soundtime)
2654         if(time > self.taunt_soundtime)
2655         {
2656                 self.taunt_soundtime = 0;
2657                 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2658         }
2659
2660         target_voicescript_next(self);
2661
2662         // WEAPONTODO: Move into weaponsystem somehow
2663         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2664         if(!self.weapon)
2665                 self.clip_load = self.clip_size = 0;
2666 }
2667
2668 /*
2669 =============
2670 PlayerPostThink
2671
2672 Called every frame for each client after the physics are run
2673 =============
2674 */
2675 .float idlekick_lasttimeleft;
2676 void PlayerPostThink (void)
2677 {
2678         if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2679         if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2680         {
2681                 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2682                 {
2683                         if(self.idlekick_lasttimeleft)
2684                         {
2685                                 self.idlekick_lasttimeleft = 0;
2686                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2687                         }
2688                 }
2689                 else
2690                 {
2691                         float timeleft;
2692                         timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2693                         if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2694                         {
2695                                 if(!self.idlekick_lasttimeleft)
2696                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2697                         }
2698                         if(timeleft <= 0)
2699                         {
2700                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2701                                 dropclient(self);
2702                                 return;
2703                         }
2704                         else if(timeleft <= 10)
2705                         {
2706                                 if(timeleft != self.idlekick_lasttimeleft)
2707                                         { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2708                                 self.idlekick_lasttimeleft = timeleft;
2709                         }
2710                 }
2711         }
2712
2713         CheatFrame();
2714
2715         //CheckPlayerJump();
2716
2717         if(IS_PLAYER(self)) {
2718                 CheckRules_Player();
2719                 UpdateChatBubble();
2720                 if (self.impulse)
2721                         ImpulseCommands();
2722                 if (intermission_running)
2723                         return;         // intermission or finale
2724                 GetPressedKeys();
2725         }
2726
2727         /*
2728         float i;
2729         for(i = 0; i < 1000; ++i)
2730         {
2731                 vector end;
2732                 end = self.origin + '0 0 1024' + 512 * randomvec();
2733                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2734                 if(trace_fraction < 1)
2735                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2736                 {
2737                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2738                         break;
2739                 }
2740         }
2741         */
2742
2743         if(self.waypointsprite_attachedforcarrier)
2744                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON));
2745
2746         playerdemo_write();
2747
2748         CSQCMODEL_AUTOUPDATE();
2749 }