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