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Clean up SVQC #includes
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_client.qc
1 #include "waypointsprites.qh"
2
3 #include "cl_impulse.qh"
4 #include "cl_player.qh"
5 #include "ent_cs.qh"
6 #include "g_subs.qh"
7 #include "ipban.qh"
8 #include "miscfunctions.qh"
9 #include "portals.qh"
10 #include "teamplay.qh"
11 #include "playerdemo.qh"
12 #include "secret.qh"
13
14 #include "bot/bot.qh"
15 #include "bot/navigation.qh"
16
17 #include "weapons/hitplot.qh"
18 #include "weapons/weaponsystem.qh"
19
20 #include "../common/net_notice.qh"
21
22 #include "../common/monsters/sv_monsters.qh"
23
24 #include "../warpzonelib/server.qh"
25
26 float c1, c2, c3, c4;
27
28 void send_CSQC_teamnagger() {
29         WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
30         WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
31 }
32
33 float ClientData_Send(entity to, float sf)
34 {
35         if(to != self.owner)
36         {
37                 error("wtf");
38                 return false;
39         }
40
41         entity e;
42
43         e = to;
44         if(IS_SPEC(to))
45                 e = to.enemy;
46
47         sf = 0;
48
49         if(e.race_completed)
50                 sf |= 1; // forced scoreboard
51         if(to.spectatee_status)
52                 sf |= 2; // spectator ent number follows
53         if(e.zoomstate)
54                 sf |= 4; // zoomed
55         if(e.porto_v_angle_held)
56                 sf |= 8; // angles held
57
58         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
59         WriteByte(MSG_ENTITY, sf);
60
61         if(sf & 2)
62                 WriteByte(MSG_ENTITY, to.spectatee_status);
63
64         if(sf & 8)
65         {
66                 WriteAngle(MSG_ENTITY, e.v_angle.x);
67                 WriteAngle(MSG_ENTITY, e.v_angle.y);
68         }
69
70         return true;
71 }
72
73 void ClientData_Attach()
74 {
75         Net_LinkEntity(self.clientdata = spawn(), false, 0, ClientData_Send);
76         self.clientdata.drawonlytoclient = self;
77         self.clientdata.owner = self;
78 }
79
80 void ClientData_Detach()
81 {
82         remove(self.clientdata);
83         self.clientdata = world;
84 }
85
86 void ClientData_Touch(entity e)
87 {
88         e.clientdata.SendFlags = 1;
89
90         // make it spectatable
91         entity e2;
92         FOR_EACH_REALCLIENT(e2)
93         {
94                 if(e2 != e)
95                         if(IS_SPEC(e2))
96                                 if(e2.enemy == e)
97                                         e2.clientdata.SendFlags = 1;
98         }
99 }
100
101 .string netname_previous;
102
103 void SetSpectator(entity player, entity spectatee);
104
105
106 /*
107 =============
108 CheckPlayerModel
109
110 Checks if the argument string can be a valid playermodel.
111 Returns a valid one in doubt.
112 =============
113 */
114 string FallbackPlayerModel;
115 string CheckPlayerModel(string plyermodel) {
116         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
117         {
118                 // note: we cannot summon Don Strunzone here, some player may
119                 // still have the model string set. In case anyone manages how
120                 // to change a cvar default, we'll have a small leak here.
121                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
122         }
123         // only in right path
124         if( substring(plyermodel,0,14) != "models/player/")
125                 return FallbackPlayerModel;
126         // only good file extensions
127         if(substring(plyermodel,-4,4) != ".zym")
128         if(substring(plyermodel,-4,4) != ".dpm")
129         if(substring(plyermodel,-4,4) != ".iqm")
130         if(substring(plyermodel,-4,4) != ".md3")
131         if(substring(plyermodel,-4,4) != ".psk")
132                 return FallbackPlayerModel;
133         // forbid the LOD models
134         if(substring(plyermodel, -9,5) == "_lod1")
135                 return FallbackPlayerModel;
136         if(substring(plyermodel, -9,5) == "_lod2")
137                 return FallbackPlayerModel;
138         if(plyermodel != strtolower(plyermodel))
139                 return FallbackPlayerModel;
140         // also, restrict to server models
141         if(autocvar_sv_servermodelsonly)
142         {
143                 if(!fexists(plyermodel))
144                         return FallbackPlayerModel;
145         }
146         return plyermodel;
147 }
148
149 void setplayermodel(entity e, string modelname)
150 {
151         precache_model(modelname);
152         setmodel(e, modelname);
153         player_setupanimsformodel();
154         UpdatePlayerSounds();
155 }
156
157 /*
158 =============
159 PutObserverInServer
160
161 putting a client as observer in the server
162 =============
163 */
164 void FixPlayermodel();
165 void PutObserverInServer (void)
166 {
167         entity  spot;
168     self.hud = HUD_NORMAL;
169
170         if(IS_PLAYER(self)) { pointparticles(particleeffectnum("spawn_event_neutral"), self.origin, '0 0 0', 1); }
171
172         spot = SelectSpawnPoint (true);
173         if(!spot)
174                 error("No spawnpoints for observers?!?\n");
175         RemoveGrapplingHook(self); // Wazat's Grappling Hook
176
177         if(IS_REAL_CLIENT(self))
178         {
179                 msg_entity = self;
180                 WriteByte(MSG_ONE, SVC_SETVIEW);
181                 WriteEntity(MSG_ONE, self);
182         }
183
184         self.frags = FRAGS_SPECTATOR;
185
186         MUTATOR_CALLHOOK(MakePlayerObserver);
187
188         Portal_ClearAll(self);
189
190         Unfreeze(self);
191
192         if(self.alivetime)
193         {
194                 if(!warmup_stage)
195                         PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
196                 self.alivetime = 0;
197         }
198
199         if(self.vehicle)
200                 vehicles_exit(VHEF_RELESE);
201
202         WaypointSprite_PlayerDead();
203
204         if (!g_ca)  // don't reset teams when moving a ca player to the spectators
205                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog
206
207         if(self.killcount != -666)
208         {
209                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
210                 if(autocvar_g_chat_nospectators == 1 || (cvar("g_warmup") && !(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
211                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_CHAT_NOSPECTATORS);
212
213                 if(self.just_joined == false) {
214                         LogTeamchange(self.playerid, -1, 4);
215                 } else
216                         self.just_joined = false;
217         }
218
219         PlayerScore_Clear(self); // clear scores when needed
220
221         accuracy_resend(self);
222
223         self.spectatortime = time;
224
225         self.classname = "observer";
226         self.iscreature = false;
227         self.teleportable = TELEPORT_SIMPLE;
228         self.damagedbycontents = false;
229         self.health = -666;
230         self.takedamage = DAMAGE_NO;
231         self.solid = SOLID_NOT;
232         self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
233         self.flags = FL_CLIENT | FL_NOTARGET;
234         self.armorvalue = 666;
235         self.effects = 0;
236         self.armorvalue = autocvar_g_balance_armor_start;
237         self.pauserotarmor_finished = 0;
238         self.pauserothealth_finished = 0;
239         self.pauseregen_finished = 0;
240         self.damageforcescale = 0;
241         self.death_time = 0;
242         self.respawn_flags = 0;
243         self.respawn_time = 0;
244         self.stat_respawn_time = 0;
245         self.alpha = 0;
246         self.scale = 0;
247         self.fade_time = 0;
248         self.pain_frame = 0;
249         self.pain_finished = 0;
250         self.strength_finished = 0;
251         self.invincible_finished = 0;
252         self.superweapons_finished = 0;
253         self.pushltime = 0;
254         self.istypefrag = 0;
255         self.think = func_null;
256         self.nextthink = 0;
257         self.hook_time = 0;
258         self.deadflag = DEAD_NO;
259         self.angles = spot.angles;
260         self.angles_z = 0;
261         self.fixangle = true;
262         self.crouch = false;
263         self.revival_time = 0;
264
265         setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
266         self.prevorigin = self.origin;
267         self.items = 0;
268         self.weapons = '0 0 0';
269         self.model = "";
270         FixPlayermodel();
271         setmodel(self, "null");
272         self.drawonlytoclient = self;
273
274         setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
275         self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
276
277         self.weapon = 0;
278         self.weaponname = "";
279         self.switchingweapon = 0;
280         self.weaponmodel = "";
281         self.weaponentity = world;
282         self.exteriorweaponentity = world;
283         self.killcount = -666;
284         self.velocity = '0 0 0';
285         self.avelocity = '0 0 0';
286         self.punchangle = '0 0 0';
287         self.punchvector = '0 0 0';
288         self.oldvelocity = self.velocity;
289         self.fire_endtime = -1;
290         self.event_damage = func_null;
291 }
292
293 .float model_randomizer;
294 void FixPlayermodel()
295 {
296         string defaultmodel;
297         float defaultskin, chmdl, oldskin, n, i;
298         vector m1, m2;
299
300         defaultmodel = "";
301         defaultskin = 0;
302         chmdl = false;
303
304         if(autocvar_sv_defaultcharacter == 1)
305         {
306                 if(teamplay)
307                 {
308                         string s;
309                         s = Static_Team_ColorName_Lower(self.team);
310                         if(s != "neutral")
311                         {
312                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
313                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
314                         }
315                 }
316
317                 if(defaultmodel == "")
318                 {
319                         defaultmodel = autocvar_sv_defaultplayermodel;
320                         defaultskin = autocvar_sv_defaultplayerskin;
321                 }
322
323                 n = tokenize_console(defaultmodel);
324                 if(n > 0)
325                 {
326                         defaultmodel = argv(floor(n * self.model_randomizer));
327                         // However, do NOT randomize if the player-selected model is in the list.
328                         for (i = 0; i < n; ++i)
329                                 if ((argv(i) == self.playermodel && defaultskin == stof(self.playerskin)) || argv(i) == strcat(self.playermodel, ":", self.playerskin))
330                                         defaultmodel = argv(i);
331                 }
332
333                 i = strstrofs(defaultmodel, ":", 0);
334                 if(i >= 0)
335                 {
336                         defaultskin = stof(substring(defaultmodel, i+1, -1));
337                         defaultmodel = substring(defaultmodel, 0, i);
338                 }
339         }
340
341         if(defaultmodel != "")
342         {
343                 if (defaultmodel != self.model)
344                 {
345                         m1 = self.mins;
346                         m2 = self.maxs;
347                         setplayermodel (self, defaultmodel);
348                         setsize (self, m1, m2);
349                         chmdl = true;
350                 }
351
352                 oldskin = self.skin;
353                 self.skin = defaultskin;
354         } else {
355                 if (self.playermodel != self.model || self.playermodel == "")
356                 {
357                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
358                         m1 = self.mins;
359                         m2 = self.maxs;
360                         setplayermodel (self, self.playermodel);
361                         setsize (self, m1, m2);
362                         chmdl = true;
363                 }
364
365                 oldskin = self.skin;
366                 self.skin = stof(self.playerskin);
367         }
368
369         if(chmdl || oldskin != self.skin) // model or skin has changed
370         {
371                 self.species = player_getspecies(); // update species
372                 UpdatePlayerSounds(); // update skin sounds
373         }
374
375         if(!teamplay)
376                 if(strlen(autocvar_sv_defaultplayercolors))
377                         if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
378                                 setcolor(self, stof(autocvar_sv_defaultplayercolors));
379 }
380
381 /*
382 =============
383 PutClientInServer
384
385 Called when a client spawns in the server
386 =============
387 */
388 void PutClientInServer (void)
389 {
390         if(IS_BOT_CLIENT(self))
391                 self.classname = "player";
392         else if(IS_REAL_CLIENT(self))
393         {
394                 msg_entity = self;
395                 WriteByte(MSG_ONE, SVC_SETVIEW);
396                 WriteEntity(MSG_ONE, self);
397         }
398
399         SetSpectator(self, world);
400
401         // reset player keys
402         self.itemkeys = 0;
403
404         MUTATOR_CALLHOOK(PutClientInServer);
405
406         if(gameover)
407                 self.classname = "observer";
408
409         if(IS_PLAYER(self))
410         {
411                 entity spot, oldself;
412                 float j;
413
414                 accuracy_resend(self);
415
416                 if(self.team < 0)
417                         JoinBestTeam(self, false, true);
418
419                 spot = SelectSpawnPoint (false);
420                 if(!spot)
421                 {
422                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
423                         return; // spawn failed
424                 }
425
426                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
427
428                 if(self.vehicle)
429                         vehicles_exit(VHEF_RELESE);
430
431                 self.classname = "player";
432                 self.wasplayer = true;
433                 self.iscreature = true;
434                 self.teleportable = TELEPORT_NORMAL;
435                 self.damagedbycontents = true;
436                 self.movetype = MOVETYPE_WALK;
437                 self.solid = SOLID_SLIDEBOX;
438                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
439                 if(autocvar_g_playerclip_collisions)
440                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
441                 if(IS_BOT_CLIENT(self) && autocvar_g_botclip_collisions)
442                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
443                 self.frags = FRAGS_PLAYER;
444                 if(INDEPENDENT_PLAYERS)
445                         MAKE_INDEPENDENT_PLAYER(self);
446                 self.flags = FL_CLIENT;
447                 if(autocvar__notarget)
448                         self.flags |= FL_NOTARGET;
449                 self.takedamage = DAMAGE_AIM;
450                 self.effects = 0;
451                 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
452                 self.air_finished = time + 12;
453                 self.dmg = 2;
454                 if(WEP_CVAR(vortex, charge))
455                 {
456                         if(WEP_CVAR_SEC(vortex, chargepool))
457                                 self.vortex_chargepool_ammo = 1;
458                         self.vortex_charge = WEP_CVAR(vortex, charge_start);
459                 }
460
461                 if(warmup_stage)
462                 {
463                         self.ammo_shells = warmup_start_ammo_shells;
464                         self.ammo_nails = warmup_start_ammo_nails;
465                         self.ammo_rockets = warmup_start_ammo_rockets;
466                         self.ammo_cells = warmup_start_ammo_cells;
467                         self.ammo_plasma = warmup_start_ammo_plasma;
468                         self.ammo_fuel = warmup_start_ammo_fuel;
469                         self.health = warmup_start_health;
470                         self.armorvalue = warmup_start_armorvalue;
471                         self.weapons = WARMUP_START_WEAPONS;
472                 }
473                 else
474                 {
475                         self.ammo_shells = start_ammo_shells;
476                         self.ammo_nails = start_ammo_nails;
477                         self.ammo_rockets = start_ammo_rockets;
478                         self.ammo_cells = start_ammo_cells;
479                         self.ammo_plasma = start_ammo_plasma;
480                         self.ammo_fuel = start_ammo_fuel;
481                         self.health = start_health;
482                         self.armorvalue = start_armorvalue;
483                         self.weapons = start_weapons;
484                 }
485
486                 if(self.weapons & WEPSET_SUPERWEAPONS)
487                         self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
488                 else
489                         self.superweapons_finished = 0;
490
491                 if(g_weaponarena_random) // WEAPONTODO: more stuff that should be in a mutator. also: rename those cvars
492                 {
493                         if(g_weaponarena_random_with_blaster)
494                                 self.weapons &= ~WEPSET_BLASTER;
495                         W_RandomWeapons(self, g_weaponarena_random);
496                         if(g_weaponarena_random_with_blaster)
497                                 self.weapons |= WEPSET_BLASTER;
498                 }
499
500                 self.items = start_items;
501
502                 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
503                 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
504                 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
505                 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
506                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
507                 //extend the pause of rotting if client was reset at the beginning of the countdown
508                 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
509                         self.spawnshieldtime += game_starttime - time;
510                         self.pauserotarmor_finished += game_starttime - time;
511                         self.pauserothealth_finished += game_starttime - time;
512                         self.pauseregen_finished += game_starttime - time;
513                 }
514                 self.damageforcescale = 2;
515                 self.death_time = 0;
516                 self.respawn_flags = 0;
517                 self.respawn_time = 0;
518                 self.stat_respawn_time = 0;
519                 self.scale = 0;
520                 self.fade_time = 0;
521                 self.pain_frame = 0;
522                 self.pain_finished = 0;
523                 self.strength_finished = 0;
524                 self.invincible_finished = 0;
525                 self.pushltime = 0;
526                 // players have no think function
527                 self.think = func_null;
528                 self.nextthink = 0;
529                 self.hook_time = 0;
530                 self.dmg_team = 0;
531                 self.ballistics_density = autocvar_g_ballistics_density_player;
532
533                 self.metertime = 0;
534
535                 self.deadflag = DEAD_NO;
536
537                 self.angles = spot.angles;
538
539                 self.angles_z = 0; // never spawn tilted even if the spot says to
540                 if(IS_BOT_CLIENT(self))
541                         self.v_angle = self.angles;
542                 self.fixangle = true; // turn this way immediately
543                 self.velocity = '0 0 0';
544                 self.avelocity = '0 0 0';
545                 self.punchangle = '0 0 0';
546                 self.punchvector = '0 0 0';
547                 self.oldvelocity = self.velocity;
548                 self.fire_endtime = -1;
549                 self.revival_time = 0;
550
551                 entity spawnevent = spawn();
552                 spawnevent.owner = self;
553                 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
554
555                 // Cut off any still running player sounds.
556                 stopsound(self, CH_PLAYER_SINGLE);
557
558                 self.model = "";
559                 FixPlayermodel();
560                 self.drawonlytoclient = world;
561
562                 self.crouch = false;
563                 self.view_ofs = PL_VIEW_OFS;
564                 setsize (self, PL_MIN, PL_MAX);
565                 self.spawnorigin = spot.origin;
566                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins.z - 24));
567                 // don't reset back to last position, even if new position is stuck in solid
568                 self.oldorigin = self.origin;
569                 self.prevorigin = self.origin;
570                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
571                 self.lastteleporttime = time; // prevent insane speeds due to changing origin
572         self.hud = HUD_NORMAL;
573
574                 self.event_damage = PlayerDamage;
575
576                 self.bot_attack = true;
577                 self.monster_attack = true;
578                 
579                 self.spider_slowness = 0;
580
581                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
582
583                 if(self.killcount == -666) {
584                         PlayerScore_Clear(self);
585                         self.killcount = 0;
586                 }
587
588                 CL_SpawnWeaponentity();
589                 self.alpha = default_player_alpha;
590                 self.colormod = '1 1 1' * autocvar_g_player_brightness;
591                 self.exteriorweaponentity.alpha = default_weapon_alpha;
592
593                 self.speedrunning = false;
594
595                 //stuffcmd(self, "chase_active 0");
596                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
597
598                 target_voicescript_clear(self);
599
600                 // reset fields the weapons may use
601                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
602                 {
603                         WEP_ACTION(j, WR_RESETPLAYER);
604
605                         // all weapons must be fully loaded when we spawn
606                         entity e;
607                         e = get_weaponinfo(j);
608                         if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
609                                 self.(weapon_load[j]) = e.reloading_ammo;
610                 }
611
612                 oldself = self;
613                 self = spot;
614                         activator = oldself;
615                                 string s;
616                                 s = self.target;
617                                 self.target = string_null;
618                                 SUB_UseTargets();
619                                 self.target = s;
620                         activator = world;
621                 self = oldself;
622
623                 Unfreeze(self);
624
625                 spawn_spot = spot;
626                 MUTATOR_CALLHOOK(PlayerSpawn);
627
628                 if(autocvar_spawn_debug)
629                 {
630                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
631                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
632                 }
633
634                 self.switchweapon = w_getbestweapon(self);
635                 self.cnt = -1; // W_LastWeapon will not complain
636                 self.weapon = 0;
637                 self.weaponname = "";
638                 self.switchingweapon = 0;
639
640                 if(!warmup_stage)
641                         if(!self.alivetime)
642                                 self.alivetime = time;
643
644                 antilag_clear(self);
645         }
646         else if(IS_OBSERVER(self))
647         {
648                 PutObserverInServer ();
649         }
650 }
651
652 .float ebouncefactor, ebouncestop; // electro's values
653 // TODO do we need all these fields, or should we stop autodetecting runtime
654 // changes and just have a console command to update this?
655 float ClientInit_SendEntity(entity to, float sf)
656 {
657         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
658         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
659         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
660         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
661         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
662         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
663         WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[0]));
664         WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[1]));
665         WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[2]));
666         WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[3]));
667
668         if(sv_foginterval && world.fog != "")
669                 WriteString(MSG_ENTITY, world.fog);
670         else
671                 WriteString(MSG_ENTITY, "");
672         WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
673         WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_mortar_bouncefactor // WEAPONTODO
674         WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_mortar_bouncestop
675         WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_mortar_bouncefactor
676         WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_mortar_bouncestop
677         WriteByte(MSG_ENTITY, WEP_CVAR(vortex, secondary)); // client has to know if it should zoom or not // WEAPONTODO
678         WriteByte(MSG_ENTITY, WEP_CVAR(rifle, secondary)); // client has to know if it should zoom or not // WEAPONTODO
679         WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
680         WriteByte(MSG_ENTITY, WEP_CVAR(minelayer, limit)); // minelayer max mines // WEAPONTODO
681         WriteByte(MSG_ENTITY, WEP_CVAR_SEC(hagar, load_max)); // hagar max loadable rockets // WEAPONTODO
682         WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
683         WriteByte(MSG_ENTITY, WEP_CVAR(porto, secondary)); // WEAPONTODO
684         return true;
685 }
686
687 void ClientInit_CheckUpdate()
688 {
689         self.nextthink = time;
690         if(self.count != autocvar_g_balance_armor_blockpercent)
691         {
692                 self.count = autocvar_g_balance_armor_blockpercent;
693                 self.SendFlags |= 1;
694         }
695         if(self.bouncefactor != autocvar_g_balance_mortar_bouncefactor) // WEAPONTODO
696         {
697                 self.bouncefactor = autocvar_g_balance_mortar_bouncefactor;
698                 self.SendFlags |= 1;
699         }
700         if(self.bouncestop != autocvar_g_balance_mortar_bouncestop)
701         {
702                 self.bouncestop = autocvar_g_balance_mortar_bouncestop;
703                 self.SendFlags |= 1;
704         }
705         if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
706         {
707                 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
708                 self.SendFlags |= 1;
709         }
710         if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
711         {
712                 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
713                 self.SendFlags |= 1;
714         }
715 }
716
717 void ClientInit_Spawn()
718 {
719         entity o;
720         entity e;
721         e = spawn();
722         e.classname = "clientinit";
723         e.think = ClientInit_CheckUpdate;
724         Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
725
726         o = self;
727         self = e;
728         ClientInit_CheckUpdate();
729         self = o;
730 }
731
732 /*
733 =============
734 SetNewParms
735 =============
736 */
737 void SetNewParms (void)
738 {
739         // initialize parms for a new player
740         parm1 = -(86400 * 366);
741 }
742
743 /*
744 =============
745 SetChangeParms
746 =============
747 */
748 void SetChangeParms (void)
749 {
750         // save parms for level change
751         parm1 = self.parm_idlesince - time;
752 }
753
754 /*
755 =============
756 DecodeLevelParms
757 =============
758 */
759 void DecodeLevelParms (void)
760 {
761         // load parms
762         self.parm_idlesince = parm1;
763         if(self.parm_idlesince == -(86400 * 366))
764                 self.parm_idlesince = time;
765
766         // whatever happens, allow 60 seconds of idling directly after connect for map loading
767         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
768 }
769
770 /*
771 =============
772 ClientKill
773
774 Called when a client types 'kill' in the console
775 =============
776 */
777
778 .float clientkill_nexttime;
779 void ClientKill_Now_TeamChange()
780 {
781         if(self.killindicator_teamchange == -1)
782         {
783                 JoinBestTeam( self, false, true );
784         }
785         else if(self.killindicator_teamchange == -2)
786         {
787                 if(blockSpectators)
788                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
789                 PutObserverInServer();
790         }
791         else
792                 SV_ChangeTeam(self.killindicator_teamchange - 1);
793         self.killindicator_teamchange = 0;
794 }
795
796 void ClientKill_Now()
797 {
798         if(self.vehicle)
799         {
800             vehicles_exit(VHEF_RELESE);
801             if(!self.killindicator_teamchange)
802             {
803             self.vehicle_health = -1;
804             Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
805             }
806         }
807
808         if(self.killindicator && !wasfreed(self.killindicator))
809                 remove(self.killindicator);
810
811         self.killindicator = world;
812
813         if(self.killindicator_teamchange)
814                 ClientKill_Now_TeamChange();
815
816         if(IS_PLAYER(self))
817                 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
818
819         // now I am sure the player IS dead
820 }
821 void KillIndicator_Think()
822 {
823         if (gameover)
824         {
825                 self.owner.killindicator = world;
826                 remove(self);
827                 return;
828         }
829
830         if (self.owner.alpha < 0 && !self.owner.vehicle)
831         {
832                 self.owner.killindicator = world;
833                 remove(self);
834                 return;
835         }
836
837         if(self.cnt <= 0)
838         {
839                 self = self.owner;
840                 ClientKill_Now(); // no oldself needed
841                 return;
842         }
843     else if(g_cts && self.health == 1) // health == 1 means that it's silent
844     {
845         self.nextthink = time + 1;
846         self.cnt -= 1;
847     }
848         else
849         {
850                 if(self.cnt <= 10)
851                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
852                 if(IS_REAL_CLIENT(self.owner))
853                 {
854                         if(self.cnt <= 10)
855                                 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
856                 }
857                 self.nextthink = time + 1;
858                 self.cnt -= 1;
859         }
860 }
861
862 float clientkilltime;
863 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
864 {
865         float killtime;
866         float starttime;
867         entity e;
868
869         if (gameover)
870                 return;
871
872         killtime = autocvar_g_balance_kill_delay;
873
874         if(g_race_qualifying || g_cts)
875                 killtime = 0;
876
877     if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
878     {
879                 remove(self.killindicator);
880                 self.killindicator = world;
881
882         ClientKill_Now(); // allow instant kill in this case
883         return;
884     }
885
886         self.killindicator_teamchange = targetteam;
887
888     if(!self.killindicator)
889         {
890                 if(self.deadflag == DEAD_NO)
891                 {
892                         killtime = max(killtime, self.clientkill_nexttime - time);
893                         self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
894                 }
895
896                 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
897                 {
898                         ClientKill_Now();
899                 }
900                 else
901                 {
902                         starttime = max(time, clientkilltime);
903
904                         self.killindicator = spawn();
905                         self.killindicator.owner = self;
906                         self.killindicator.scale = 0.5;
907                         setattachment(self.killindicator, self, "");
908                         setorigin(self.killindicator, '0 0 52');
909                         self.killindicator.think = KillIndicator_Think;
910                         self.killindicator.nextthink = starttime + (self.lip) * 0.05;
911                         clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
912                         self.killindicator.cnt = ceil(killtime);
913                         self.killindicator.count = bound(0, ceil(killtime), 10);
914                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
915
916                         for(e = world; (e = find(e, classname, "body")) != world; )
917                         {
918                                 if(e.enemy != self)
919                                         continue;
920                                 e.killindicator = spawn();
921                                 e.killindicator.owner = e;
922                                 e.killindicator.scale = 0.5;
923                                 setattachment(e.killindicator, e, "");
924                                 setorigin(e.killindicator, '0 0 52');
925                                 e.killindicator.think = KillIndicator_Think;
926                                 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
927                                 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
928                                 e.killindicator.cnt = ceil(killtime);
929                         }
930                         self.lip = 0;
931                 }
932         }
933         if(self.killindicator)
934         {
935                 if(targetteam == 0) // just die
936                 {
937                         self.killindicator.colormod = '0 0 0';
938                         if(IS_REAL_CLIENT(self))
939                         if(self.killindicator.cnt > 0)
940                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
941                 }
942                 else if(targetteam == -1) // auto
943                 {
944                         self.killindicator.colormod = '0 1 0';
945                         if(IS_REAL_CLIENT(self))
946                         if(self.killindicator.cnt > 0)
947                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
948                 }
949                 else if(targetteam == -2) // spectate
950                 {
951                         self.killindicator.colormod = '0.5 0.5 0.5';
952                         if(IS_REAL_CLIENT(self))
953                         if(self.killindicator.cnt > 0)
954                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
955                 }
956                 else
957                 {
958                         self.killindicator.colormod = Team_ColorRGB(targetteam);
959                         if(IS_REAL_CLIENT(self))
960                         if(self.killindicator.cnt > 0)
961                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
962                 }
963         }
964
965 }
966
967 void ClientKill (void)
968 {
969         if(gameover) return;
970         if(self.player_blocked) return;
971         if(self.frozen) return;
972
973         ClientKill_TeamChange(0);
974 }
975
976 void CTS_ClientKill (entity e) // silent version of ClientKill, used when player finishes a CTS run. Useful to prevent cheating by running back to the start line and starting out with more speed
977 {
978     e.killindicator = spawn();
979     e.killindicator.owner = e;
980     e.killindicator.think = KillIndicator_Think;
981     e.killindicator.nextthink = time + (e.lip) * 0.05;
982     e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
983     e.killindicator.health = 1; // this is used to indicate that it should be silent
984     e.lip = 0;
985 }
986
987 void FixClientCvars(entity e)
988 {
989         // send prediction settings to the client
990         stuffcmd(e, "\nin_bindmap 0 0\n");
991         if(g_race || g_cts)
992                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
993         if(autocvar_g_antilag == 3) // client side hitscan
994                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
995         if(autocvar_sv_gentle)
996                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
997 }
998
999 float PlayerInIDList(entity p, string idlist)
1000 {
1001         float n, i;
1002         string s;
1003
1004         // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1005         if (!p.crypto_idfp)
1006                 return 0;
1007
1008         // this function allows abbreviated player IDs too!
1009         n = tokenize_console(idlist);
1010         for(i = 0; i < n; ++i)
1011         {
1012                 s = argv(i);
1013                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1014                         return 1;
1015         }
1016
1017         return 0;
1018 }
1019
1020 /*
1021 =============
1022 ClientConnect
1023
1024 Called when a client connects to the server
1025 =============
1026 */
1027 void DecodeLevelParms (void);
1028 //void dom_player_join_team(entity pl);
1029 void set_dom_state(entity e);
1030 void ClientConnect (void)
1031 {
1032         float t;
1033
1034         if(IS_CLIENT(self))
1035         {
1036                 print("Warning: ClientConnect, but already connected!\n");
1037                 return;
1038         }
1039
1040         if(Ban_MaybeEnforceBanOnce(self))
1041                 return;
1042
1043         DecodeLevelParms();
1044
1045 #ifdef WATERMARK
1046         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1047 #endif
1048
1049         self.classname = "player_joining";
1050
1051         self.flags = FL_CLIENT;
1052         self.version_nagtime = time + 10 + random() * 10;
1053
1054         if(player_count<0)
1055         {
1056                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1057                 player_count = 0;
1058         }
1059
1060         if(IS_REAL_CLIENT(self)) { PlayerStats_PlayerBasic_CheckUpdate(self); }
1061
1062         PlayerScore_Attach(self);
1063         ClientData_Attach();
1064         accuracy_init(self);
1065
1066         bot_clientconnect();
1067
1068         playerdemo_init();
1069
1070         anticheat_init();
1071
1072         // identify the right forced team
1073         if(autocvar_g_campaign)
1074         {
1075                 if(IS_REAL_CLIENT(self)) // only players, not bots
1076                 {
1077                         switch(autocvar_g_campaign_forceteam)
1078                         {
1079                                 case 1: self.team_forced = NUM_TEAM_1; break;
1080                                 case 2: self.team_forced = NUM_TEAM_2; break;
1081                                 case 3: self.team_forced = NUM_TEAM_3; break;
1082                                 case 4: self.team_forced = NUM_TEAM_4; break;
1083                                 default: self.team_forced = 0;
1084                         }
1085                 }
1086         }
1087         else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1088                 self.team_forced = NUM_TEAM_1;
1089         else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1090                 self.team_forced = NUM_TEAM_2;
1091         else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1092                 self.team_forced = NUM_TEAM_3;
1093         else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1094                 self.team_forced = NUM_TEAM_4;
1095         else if(autocvar_g_forced_team_otherwise == "red")
1096                 self.team_forced = NUM_TEAM_1;
1097         else if(autocvar_g_forced_team_otherwise == "blue")
1098                 self.team_forced = NUM_TEAM_2;
1099         else if(autocvar_g_forced_team_otherwise == "yellow")
1100                 self.team_forced = NUM_TEAM_3;
1101         else if(autocvar_g_forced_team_otherwise == "pink")
1102                 self.team_forced = NUM_TEAM_4;
1103         else if(autocvar_g_forced_team_otherwise == "spectate")
1104                 self.team_forced = -1;
1105         else if(autocvar_g_forced_team_otherwise == "spectator")
1106                 self.team_forced = -1;
1107         else
1108                 self.team_forced = 0;
1109
1110         if(!teamplay)
1111                 if(self.team_forced > 0)
1112                         self.team_forced = 0;
1113
1114         JoinBestTeam(self, false, false); // if the team number is valid, keep it
1115
1116         if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
1117                 self.classname = "observer";
1118         } else {
1119                 if(teamplay)
1120                 {
1121                         if(autocvar_g_balance_teams)
1122                         {
1123                                 self.classname = "player";
1124                                 campaign_bots_may_start = 1;
1125                         }
1126                         else
1127                         {
1128                                 self.classname = "observer"; // do it anyway
1129                         }
1130                 }
1131                 else
1132                 {
1133                         self.classname = "player";
1134                         campaign_bots_may_start = 1;
1135                 }
1136         }
1137
1138         self.playerid = (playerid_last = playerid_last + 1);
1139
1140         PlayerStats_GameReport_AddEvent(sprintf("kills-%d", self.playerid));
1141
1142     if(IS_BOT_CLIENT(self))
1143         PlayerStats_GameReport_AddPlayer(self);
1144
1145         if(autocvar_sv_eventlog)
1146                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
1147
1148         LogTeamchange(self.playerid, self.team, 1);
1149
1150         self.just_joined = true;  // stop spamming the eventlog with additional lines when the client connects
1151
1152         self.netname_previous = strzone(self.netname);
1153
1154         if(IS_PLAYER(self) && teamplay)
1155                 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1156         else
1157                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1158
1159         stuffcmd(self, strcat(clientstuff, "\n"));
1160         stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1161
1162         FixClientCvars(self);
1163
1164         // spawnfunc_waypoint sprites
1165         WaypointSprite_InitClient(self);
1166
1167         // Wazat's grappling hook
1168         SetGrappleHookBindings();
1169
1170         // Jetpack binds
1171         stuffcmd(self, "alias +jetpack +button10\n");
1172         stuffcmd(self, "alias -jetpack -button10\n");
1173
1174         // get version info from player
1175         stuffcmd(self, "cmd clientversion $gameversion\n");
1176
1177         // get other cvars from player
1178         GetCvars(0);
1179
1180         // notify about available teams
1181         if(teamplay)
1182         {
1183                 CheckAllowedTeams(self);
1184                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1185                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1186         }
1187         else
1188                 stuffcmd(self, "set _teams_available 0\n");
1189
1190         attach_entcs();
1191
1192         bot_relinkplayerlist();
1193
1194         self.spectatortime = time;
1195         if(blockSpectators)
1196         {
1197                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1198         }
1199
1200         self.jointime = time;
1201         self.allowed_timeouts = autocvar_sv_timeout_number;
1202
1203         if(IS_REAL_CLIENT(self))
1204         {
1205                 if(!autocvar_g_campaign)
1206                 {
1207                         self.motd_actived_time = -1;
1208                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1209                 }
1210
1211                 if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET_TUBA))
1212                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1213         }
1214
1215         if(!sv_foginterval && world.fog != "")
1216                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1217
1218         W_HitPlotOpen(self);
1219
1220         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
1221                 send_CSQC_teamnagger();
1222
1223         CheatInitClient();
1224
1225         CSQCMODEL_AUTOINIT();
1226
1227         self.model_randomizer = random();
1228
1229         if(IS_REAL_CLIENT(self))
1230                 sv_notice_join();
1231
1232         MUTATOR_CALLHOOK(ClientConnect);
1233 }
1234 /*
1235 =============
1236 ClientDisconnect
1237
1238 Called when a client disconnects from the server
1239 =============
1240 */
1241 .entity chatbubbleentity;
1242 void ReadyCount();
1243 void ClientDisconnect (void)
1244 {
1245         if(self.vehicle)
1246             vehicles_exit(VHEF_RELESE);
1247
1248         if (!IS_CLIENT(self))
1249         {
1250                 print("Warning: ClientDisconnect without ClientConnect\n");
1251                 return;
1252         }
1253
1254         PlayerStats_GameReport_FinalizePlayer(self);
1255
1256         if(IS_PLAYER(self)) { pointparticles(particleeffectnum("spawn_event_neutral"), self.origin, '0 0 0', 1); }
1257
1258         CheatShutdownClient();
1259
1260         W_HitPlotClose(self);
1261
1262         anticheat_report();
1263         anticheat_shutdown();
1264
1265         playerdemo_shutdown();
1266
1267         bot_clientdisconnect();
1268
1269         if(self.entcs)
1270                 detach_entcs();
1271
1272         if(autocvar_sv_eventlog)
1273                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1274
1275         Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1276
1277         MUTATOR_CALLHOOK(ClientDisconnect);
1278
1279         Portal_ClearAll(self);
1280
1281         Unfreeze(self);
1282
1283         RemoveGrapplingHook(self);
1284
1285         // Here, everything has been done that requires this player to be a client.
1286
1287         self.flags &= ~FL_CLIENT;
1288
1289         if (self.chatbubbleentity)
1290                 remove (self.chatbubbleentity);
1291
1292         if (self.killindicator)
1293                 remove (self.killindicator);
1294
1295         WaypointSprite_PlayerGone();
1296
1297         bot_relinkplayerlist();
1298
1299         accuracy_free(self);
1300         ClientData_Detach();
1301         PlayerScore_Detach(self);
1302
1303         if(self.netname_previous)
1304                 strunzone(self.netname_previous);
1305         if(self.clientstatus)
1306                 strunzone(self.clientstatus);
1307         if(self.weaponorder_byimpulse)
1308                 strunzone(self.weaponorder_byimpulse);
1309
1310         ClearPlayerSounds();
1311
1312         if(self.personal)
1313                 remove(self.personal);
1314
1315         self.playerid = 0;
1316         ReadyCount();
1317
1318         // free cvars
1319         GetCvars(-1);
1320 }
1321
1322 .float BUTTON_CHAT;
1323 void ChatBubbleThink()
1324 {
1325         self.nextthink = time;
1326         if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1327         {
1328                 if(self.owner) // but why can that ever be world?
1329                         self.owner.chatbubbleentity = world;
1330                 remove(self);
1331                 return;
1332         }
1333         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1334 #ifdef TETRIS
1335                 || self.owner.tetris_on
1336 #endif
1337         )
1338                 self.model = self.mdl;
1339         else
1340                 self.model = "";
1341 }
1342
1343 void UpdateChatBubble()
1344 {
1345         if (self.alpha < 0)
1346                 return;
1347         // spawn a chatbubble entity if needed
1348         if (!self.chatbubbleentity)
1349         {
1350                 self.chatbubbleentity = spawn();
1351                 self.chatbubbleentity.owner = self;
1352                 self.chatbubbleentity.exteriormodeltoclient = self;
1353                 self.chatbubbleentity.think = ChatBubbleThink;
1354                 self.chatbubbleentity.nextthink = time;
1355                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1356                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1357                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs.z * '0 0 1');
1358                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1359                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1360                 self.chatbubbleentity.model = "";
1361                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1362         }
1363 }
1364
1365
1366 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1367 // added to the model skins
1368 /*void UpdateColorModHack()
1369 {
1370         float c;
1371         c = self.clientcolors & 15;
1372         // LordHavoc: only bothering to support white, green, red, yellow, blue
1373              if (!teamplay) self.colormod = '0 0 0';
1374         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1375         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1376         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1377         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1378         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1379         else self.colormod = '1 1 1';
1380 }*/
1381
1382 void respawn(void)
1383 {
1384         if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1385         {
1386                 self.solid = SOLID_NOT;
1387                 self.takedamage = DAMAGE_NO;
1388                 self.movetype = MOVETYPE_FLY;
1389                 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1390                 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1391                 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1392                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1393                 if(autocvar_g_respawn_ghosts_maxtime)
1394                         SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1395         }
1396
1397         CopyBody(1);
1398
1399         self.effects |= EF_NODRAW; // prevent another CopyBody
1400         PutClientInServer();
1401 }
1402
1403 void play_countdown(float finished, string samp)
1404 {
1405         if(IS_REAL_CLIENT(self))
1406                 if(floor(finished - time - frametime) != floor(finished - time))
1407                         if(finished - time < 6)
1408                                 sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1409 }
1410
1411 void player_powerups (void)
1412 {
1413         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1414         olditems = self.items;
1415
1416         if((self.items & IT_USING_JETPACK) && !self.deadflag && !gameover)
1417                 self.modelflags |= MF_ROCKET;
1418         else
1419                 self.modelflags &= ~MF_ROCKET;
1420
1421         self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1422
1423         if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1424                 return;
1425
1426         Fire_ApplyDamage(self);
1427         Fire_ApplyEffect(self);
1428
1429         if (!g_instagib)
1430         {
1431                 if (self.items & IT_STRENGTH)
1432                 {
1433                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1434                         self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1435                         if (time > self.strength_finished)
1436                         {
1437                                 self.items = self.items - (self.items & IT_STRENGTH);
1438                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1439                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1440                         }
1441                 }
1442                 else
1443                 {
1444                         if (time < self.strength_finished)
1445                         {
1446                                 self.items = self.items | IT_STRENGTH;
1447                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1448                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1449                         }
1450                 }
1451                 if (self.items & IT_INVINCIBLE)
1452                 {
1453                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1454                         self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1455                         if (time > self.invincible_finished)
1456                         {
1457                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1458                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1459                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1460                         }
1461                 }
1462                 else
1463                 {
1464                         if (time < self.invincible_finished)
1465                         {
1466                                 self.items = self.items | IT_INVINCIBLE;
1467                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1468                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1469                         }
1470                 }
1471                 if (self.items & IT_SUPERWEAPON)
1472                 {
1473                         if (!(self.weapons & WEPSET_SUPERWEAPONS))
1474                         {
1475                                 self.superweapons_finished = 0;
1476                                 self.items = self.items - (self.items & IT_SUPERWEAPON);
1477                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1478                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1479                         }
1480                         else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1481                         {
1482                                 // don't let them run out
1483                         }
1484                         else
1485                         {
1486                                 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1487                                 if (time > self.superweapons_finished)
1488                                 {
1489                                         self.items = self.items - (self.items & IT_SUPERWEAPON);
1490                                         self.weapons &= ~WEPSET_SUPERWEAPONS;
1491                                         //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1492                                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1493                                 }
1494                         }
1495                 }
1496                 else if(self.weapons & WEPSET_SUPERWEAPONS)
1497                 {
1498                         if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1499                         {
1500                                 self.items = self.items | IT_SUPERWEAPON;
1501                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1502                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1503                         }
1504                         else
1505                         {
1506                                 self.superweapons_finished = 0;
1507                                 self.weapons &= ~WEPSET_SUPERWEAPONS;
1508                         }
1509                 }
1510                 else
1511                 {
1512                         self.superweapons_finished = 0;
1513                 }
1514         }
1515
1516         if(autocvar_g_nodepthtestplayers)
1517                 self.effects = self.effects | EF_NODEPTHTEST;
1518
1519         if(autocvar_g_fullbrightplayers)
1520                 self.effects = self.effects | EF_FULLBRIGHT;
1521
1522         if (time >= game_starttime)
1523         if (time < self.spawnshieldtime)
1524                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1525
1526         MUTATOR_CALLHOOK(PlayerPowerups);
1527 }
1528
1529 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1530 {
1531         if(current > stable)
1532                 return current;
1533         else if(current > stable - 0.25) // when close enough, "snap"
1534                 return stable;
1535         else
1536                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1537 }
1538
1539 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1540 {
1541         if(current < stable)
1542                 return current;
1543         else if(current < stable + 0.25) // when close enough, "snap"
1544                 return stable;
1545         else
1546                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1547 }
1548
1549 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1550 {
1551         if(current > rotstable)
1552         {
1553                 if(rotframetime > 0)
1554                 {
1555                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1556                         current = max(rotstable, current - rotlinear * rotframetime);
1557                 }
1558         }
1559         else if(current < regenstable)
1560         {
1561                 if(regenframetime > 0)
1562                 {
1563                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1564                         current = min(regenstable, current + regenlinear * regenframetime);
1565                 }
1566         }
1567
1568         if(current > limit)
1569                 current = limit;
1570
1571         return current;
1572 }
1573
1574 void player_regen (void)
1575 {
1576         float max_mod, regen_mod, rot_mod, limit_mod;
1577         max_mod = regen_mod = rot_mod = limit_mod = 1;
1578         regen_mod_max = max_mod;
1579         regen_mod_regen = regen_mod;
1580         regen_mod_rot = rot_mod;
1581         regen_mod_limit = limit_mod;
1582         if(!MUTATOR_CALLHOOK(PlayerRegen))
1583         if(!self.frozen)
1584         {
1585                 float minh, mina, maxh, maxa, limith, limita;
1586                 maxh = autocvar_g_balance_health_rotstable;
1587                 maxa = autocvar_g_balance_armor_rotstable;
1588                 minh = autocvar_g_balance_health_regenstable;
1589                 mina = autocvar_g_balance_armor_regenstable;
1590                 limith = autocvar_g_balance_health_limit;
1591                 limita = autocvar_g_balance_armor_limit;
1592
1593                 max_mod = regen_mod_max;
1594                 regen_mod = regen_mod_regen;
1595                 rot_mod = regen_mod_rot;
1596                 limit_mod = regen_mod_limit;
1597
1598                 maxh = maxh * max_mod;
1599                 minh = minh * max_mod;
1600                 limith = limith * limit_mod;
1601                 limita = limita * limit_mod;
1602
1603                 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);
1604                 self.health = CalcRotRegen(self.health, minh, autocvar_g_balance_health_regen, autocvar_g_balance_health_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished), maxh, autocvar_g_balance_health_rot, autocvar_g_balance_health_rotlinear, rot_mod * frametime * (time > self.pauserothealth_finished), limith);
1605         }
1606
1607         // if player rotted to death...  die!
1608         // check this outside above checks, as player may still be able to rot to death
1609         if(self.health < 1)
1610                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1611
1612         if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1613         {
1614                 float minf, maxf, limitf;
1615
1616                 maxf = autocvar_g_balance_fuel_rotstable;
1617                 minf = autocvar_g_balance_fuel_regenstable;
1618                 limitf = autocvar_g_balance_fuel_limit;
1619
1620                 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > self.pauseregen_finished) * ((self.items & IT_FUEL_REGEN) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > self.pauserotfuel_finished), limitf);
1621         }
1622 }
1623
1624 float zoomstate_set;
1625 void SetZoomState(float z)
1626 {
1627         if(z != self.zoomstate)
1628         {
1629                 self.zoomstate = z;
1630                 ClientData_Touch(self);
1631         }
1632         zoomstate_set = 1;
1633 }
1634
1635 void GetPressedKeys(void) {
1636         MUTATOR_CALLHOOK(GetPressedKeys);
1637         if (self.movement.x > 0) // get if movement keys are pressed
1638         {       // forward key pressed
1639                 self.pressedkeys |= KEY_FORWARD;
1640                 self.pressedkeys &= ~KEY_BACKWARD;
1641         }
1642         else if (self.movement.x < 0)
1643         {       // backward key pressed
1644                 self.pressedkeys |= KEY_BACKWARD;
1645                 self.pressedkeys &= ~KEY_FORWARD;
1646         }
1647         else
1648         {       // no x input
1649                 self.pressedkeys &= ~KEY_FORWARD;
1650                 self.pressedkeys &= ~KEY_BACKWARD;
1651         }
1652
1653         if (self.movement.y > 0)
1654         {       // right key pressed
1655                 self.pressedkeys |= KEY_RIGHT;
1656                 self.pressedkeys &= ~KEY_LEFT;
1657         }
1658         else if (self.movement.y < 0)
1659         {       // left key pressed
1660                 self.pressedkeys |= KEY_LEFT;
1661                 self.pressedkeys &= ~KEY_RIGHT;
1662         }
1663         else
1664         {       // no y input
1665                 self.pressedkeys &= ~KEY_RIGHT;
1666                 self.pressedkeys &= ~KEY_LEFT;
1667         }
1668
1669         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
1670                 self.pressedkeys |= KEY_JUMP;
1671         else
1672                 self.pressedkeys &= ~KEY_JUMP;
1673         if (self.BUTTON_CROUCH)
1674                 self.pressedkeys |= KEY_CROUCH;
1675         else
1676                 self.pressedkeys &= ~KEY_CROUCH;
1677
1678         if (self.BUTTON_ATCK)
1679                 self.pressedkeys |= KEY_ATCK;
1680         else
1681                 self.pressedkeys &= ~KEY_ATCK;
1682         if (self.BUTTON_ATCK2)
1683                 self.pressedkeys |= KEY_ATCK2;
1684         else
1685                 self.pressedkeys &= ~KEY_ATCK2;
1686 }
1687
1688 /*
1689 ======================
1690 spectate mode routines
1691 ======================
1692 */
1693
1694 void SpectateCopy(entity spectatee) {
1695         other = spectatee;
1696         MUTATOR_CALLHOOK(SpectateCopy);
1697         self.armortype = spectatee.armortype;
1698         self.armorvalue = spectatee.armorvalue;
1699         self.ammo_cells = spectatee.ammo_cells;
1700         self.ammo_plasma = spectatee.ammo_plasma;
1701         self.ammo_shells = spectatee.ammo_shells;
1702         self.ammo_nails = spectatee.ammo_nails;
1703         self.ammo_rockets = spectatee.ammo_rockets;
1704         self.ammo_fuel = spectatee.ammo_fuel;
1705         self.clip_load = spectatee.clip_load;
1706         self.clip_size = spectatee.clip_size;
1707         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1708         self.health = spectatee.health;
1709         self.impulse = 0;
1710         self.items = spectatee.items;
1711         self.last_pickup = spectatee.last_pickup;
1712         self.hit_time = spectatee.hit_time;
1713         self.metertime = spectatee.metertime;
1714         self.strength_finished = spectatee.strength_finished;
1715         self.invincible_finished = spectatee.invincible_finished;
1716         self.pressedkeys = spectatee.pressedkeys;
1717         self.weapons = spectatee.weapons;
1718         self.switchweapon = spectatee.switchweapon;
1719         self.switchingweapon = spectatee.switchingweapon;
1720         self.weapon = spectatee.weapon;
1721         self.vortex_charge = spectatee.vortex_charge;
1722         self.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1723         self.hagar_load = spectatee.hagar_load;
1724         self.arc_heat_percent = spectatee.arc_heat_percent;
1725         self.minelayer_mines = spectatee.minelayer_mines;
1726         self.punchangle = spectatee.punchangle;
1727         self.view_ofs = spectatee.view_ofs;
1728         self.velocity = spectatee.velocity;
1729         self.dmg_take = spectatee.dmg_take;
1730         self.dmg_save = spectatee.dmg_save;
1731         self.dmg_inflictor = spectatee.dmg_inflictor;
1732         self.v_angle = spectatee.v_angle;
1733         self.angles = spectatee.v_angle;
1734         self.frozen = spectatee.frozen;
1735         self.revive_progress = spectatee.revive_progress;
1736         if(!self.BUTTON_USE)
1737                 self.fixangle = true;
1738         setorigin(self, spectatee.origin);
1739         setsize(self, spectatee.mins, spectatee.maxs);
1740         SetZoomState(spectatee.zoomstate);
1741
1742     anticheat_spectatecopy(spectatee);
1743         self.hud = spectatee.hud;
1744         if(spectatee.vehicle)
1745     {
1746         self.fixangle = false;
1747         //self.velocity = spectatee.vehicle.velocity;
1748         self.vehicle_health = spectatee.vehicle_health;
1749         self.vehicle_shield = spectatee.vehicle_shield;
1750         self.vehicle_energy = spectatee.vehicle_energy;
1751         self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1752         self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1753         self.vehicle_reload1 = spectatee.vehicle_reload1;
1754         self.vehicle_reload2 = spectatee.vehicle_reload2;
1755
1756         msg_entity = self;
1757
1758         WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1759             WriteAngle(MSG_ONE,  spectatee.v_angle.x);
1760             WriteAngle(MSG_ONE,  spectatee.v_angle.y);
1761             WriteAngle(MSG_ONE,  spectatee.v_angle.z);
1762
1763         //WriteByte (MSG_ONE, SVC_SETVIEW);
1764         //    WriteEntity(MSG_ONE, self);
1765         //makevectors(spectatee.v_angle);
1766         //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1767     }
1768 }
1769
1770 float SpectateUpdate()
1771 {
1772         if(!self.enemy)
1773             return 0;
1774
1775         if(!IS_PLAYER(self.enemy) || self == self.enemy)
1776         {
1777                 SetSpectator(self, world);
1778                 return 0;
1779         }
1780
1781         SpectateCopy(self.enemy);
1782
1783         return 1;
1784 }
1785
1786 float SpectateSet()
1787 {
1788         if(self.enemy.classname != "player")
1789                 return false;
1790         /*if(self.enemy.vehicle)
1791         {
1792
1793                 msg_entity = self;
1794                 WriteByte(MSG_ONE, SVC_SETVIEW);
1795                 WriteEntity(MSG_ONE, self.enemy);
1796                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1797
1798                 self.movetype = MOVETYPE_NONE;
1799                 accuracy_resend(self);
1800         }
1801         else
1802         {*/
1803                 msg_entity = self;
1804                 WriteByte(MSG_ONE, SVC_SETVIEW);
1805                 WriteEntity(MSG_ONE, self.enemy);
1806                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1807                 self.movetype = MOVETYPE_NONE;
1808                 accuracy_resend(self);
1809
1810                 if(!SpectateUpdate())
1811                         PutObserverInServer();
1812         //}
1813         return true;
1814 }
1815
1816 void SetSpectator(entity player, entity spectatee)
1817 {
1818         entity old_spectatee = player.enemy;
1819
1820         player.enemy = spectatee;
1821
1822         // WEAPONTODO
1823         // these are required to fix the spectator bug with arc
1824         if(old_spectatee && old_spectatee.arc_beam) { old_spectatee.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1825         if(player.enemy && player.enemy.arc_beam) { player.enemy.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1826 }
1827
1828 float Spectate(entity pl)
1829 {
1830         if(g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1831         if(pl.team != self.team)
1832                 return 0;
1833
1834         SetSpectator(self, pl);
1835         return SpectateSet();
1836 }
1837
1838 // Returns next available player to spectate if g_ca_spectate_enemies == 0
1839 entity CA_SpectateNext(entity start) {
1840         if (start.team == self.team) {
1841                 return start;
1842         }
1843
1844         other = start;
1845         // continue from current player
1846         while(other && other.team != self.team) {
1847                 other = find(other, classname, "player");
1848         }
1849
1850         if (!other) {
1851                 // restart from begining
1852                 other = find(other, classname, "player");
1853                 while(other && other.team != self.team) {
1854                         other = find(other, classname, "player");
1855                 }
1856         }
1857
1858         return other;
1859 }
1860
1861 float SpectateNext()
1862 {
1863         other = find(self.enemy, classname, "player");
1864
1865         if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
1866                 // CA and ca players when spectating enemies is forbidden
1867                 other = CA_SpectateNext(other);
1868         } else {
1869                 // other modes and ca spectators or spectating enemies is allowed
1870                 if (!other)
1871                         other = find(other, classname, "player");
1872         }
1873
1874         if(other) { SetSpectator(self, other); }
1875
1876         return SpectateSet();
1877 }
1878
1879 float SpectatePrev()
1880 {
1881         // NOTE: chain order is from the highest to the lower entnum (unlike find)
1882         other = findchain(classname, "player");
1883         if (!other) // no player
1884                 return false;
1885
1886         entity first = other;
1887         // skip players until current spectated player
1888         if(self.enemy)
1889         while(other && other != self.enemy)
1890                 other = other.chain;
1891
1892         if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1893         {
1894                 do { other = other.chain; }
1895                 while(other && other.team != self.team);
1896
1897                 if (!other)
1898                 {
1899                         other = first;
1900                         while(other.team != self.team)
1901                                 other = other.chain;
1902                         if(other == self.enemy)
1903                                 return true;
1904                 }
1905         }
1906         else
1907         {
1908                 if(other.chain)
1909                         other = other.chain;
1910                 else
1911                         other = first;
1912         }
1913         SetSpectator(self, other);
1914         return SpectateSet();
1915 }
1916
1917 /*
1918 =============
1919 ShowRespawnCountdown()
1920
1921 Update a respawn countdown display.
1922 =============
1923 */
1924 void ShowRespawnCountdown()
1925 {
1926         float number;
1927         if(self.deadflag == DEAD_NO) // just respawned?
1928                 return;
1929         else
1930         {
1931                 number = ceil(self.respawn_time - time);
1932                 if(number <= 0)
1933                         return;
1934                 if(number <= self.respawn_countdown)
1935                 {
1936                         self.respawn_countdown = number - 1;
1937                         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
1938                                 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1939                 }
1940         }
1941 }
1942
1943 void LeaveSpectatorMode()
1944 {
1945         if(self.caplayer)
1946                 return;
1947         if(nJoinAllowed(self))
1948         {
1949                 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1950                 {
1951                         self.classname = "player";
1952                         nades_RemoveBonus(self);
1953
1954                         if(autocvar_g_campaign || autocvar_g_balance_teams)
1955                                 { JoinBestTeam(self, false, true); }
1956
1957                         if(autocvar_g_campaign)
1958                                 { campaign_bots_may_start = 1; }
1959
1960                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
1961
1962                         PutClientInServer();
1963
1964                         if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
1965                 }
1966                 else
1967                         stuffcmd(self, "menu_showteamselect\n");
1968         }
1969         else
1970         {
1971                 // Player may not join because g_maxplayers is set
1972                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
1973         }
1974 }
1975
1976 /**
1977  * Determines whether the player is allowed to join. This depends on cvar
1978  * g_maxplayers, if it isn't used this function always return true, otherwise
1979  * it checks whether the number of currently playing players exceeds g_maxplayers.
1980  * @return int number of free slots for players, 0 if none
1981  */
1982 float nJoinAllowed(entity ignore) {
1983         if(!ignore)
1984         // this is called that way when checking if anyone may be able to join (to build qcstatus)
1985         // so report 0 free slots if restricted
1986         {
1987                 if(autocvar_g_forced_team_otherwise == "spectate")
1988                         return 0;
1989                 if(autocvar_g_forced_team_otherwise == "spectator")
1990                         return 0;
1991         }
1992
1993         if(self.team_forced < 0)
1994                 return 0; // forced spectators can never join
1995
1996         // TODO simplify this
1997         entity e;
1998         float totalClients = 0;
1999         FOR_EACH_CLIENT(e)
2000                 if(e != ignore)
2001                         totalClients += 1;
2002
2003         if (!autocvar_g_maxplayers)
2004                 return maxclients - totalClients;
2005
2006         float currentlyPlaying = 0;
2007         FOR_EACH_REALCLIENT(e)
2008                 if(IS_PLAYER(e) || e.caplayer)
2009                         currentlyPlaying += 1;
2010
2011         if(currentlyPlaying < autocvar_g_maxplayers)
2012                 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2013
2014         return 0;
2015 }
2016
2017 /**
2018  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2019  * g_maxplayers_spectator_blocktime seconds
2020  */
2021 void checkSpectatorBlock() {
2022         if(IS_SPEC(self) || IS_OBSERVER(self))
2023         if(!self.caplayer)
2024         if(IS_REAL_CLIENT(self))
2025         {
2026                 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2027                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2028                         dropclient(self);
2029                 }
2030         }
2031 }
2032
2033 void PrintWelcomeMessage()
2034 {
2035         if(self.motd_actived_time == 0)
2036         {
2037                 if (autocvar_g_campaign) {
2038                         if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
2039                                 self.motd_actived_time = time;
2040                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
2041                         }
2042                 } else {
2043                         if (self.BUTTON_INFO) {
2044                                 self.motd_actived_time = time;
2045                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2046                         }
2047                 }
2048         }
2049         else if(self.motd_actived_time > 0) // showing MOTD or campaign message
2050         {
2051                 if (autocvar_g_campaign) {
2052                         if (self.BUTTON_INFO)
2053                                 self.motd_actived_time = time;
2054                         else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
2055                                 self.motd_actived_time = 0;
2056                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2057                         }
2058                 } else {
2059                         if (self.BUTTON_INFO)
2060                                 self.motd_actived_time = time;
2061                         else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2062                                 self.motd_actived_time = 0;
2063                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2064                         }
2065                 }
2066         }
2067         else //if(self.motd_actived_time < 0) // just connected, motd is active
2068         {
2069                 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
2070                         self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2071                 else if(self.motd_actived_time == -2 || IS_PLAYER(self))
2072                 {
2073                         // instanctly hide MOTD
2074                         self.motd_actived_time = 0;
2075                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2076                 }
2077         }
2078 }
2079
2080 void ObserverThink()
2081 {
2082         float prefered_movetype;
2083         if (self.flags & FL_JUMPRELEASED) {
2084                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2085                         self.flags &= ~FL_JUMPRELEASED;
2086                         self.flags |= FL_SPAWNING;
2087                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2088                         self.flags &= ~FL_JUMPRELEASED;
2089                         if(SpectateNext()) {
2090                                 self.classname = "spectator";
2091                         }
2092                 } else {
2093                         prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2094                         if (self.movetype != prefered_movetype)
2095                                 self.movetype = prefered_movetype;
2096                 }
2097         } else {
2098                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2099                         self.flags |= FL_JUMPRELEASED;
2100                         if(self.flags & FL_SPAWNING)
2101                         {
2102                                 self.flags &= ~FL_SPAWNING;
2103                                 LeaveSpectatorMode();
2104                                 return;
2105                         }
2106                 }
2107         }
2108 }
2109
2110 void SpectatorThink()
2111 {
2112         if (self.flags & FL_JUMPRELEASED) {
2113                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2114                         self.flags &= ~FL_JUMPRELEASED;
2115                         self.flags |= FL_SPAWNING;
2116                 } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
2117                         self.flags &= ~FL_JUMPRELEASED;
2118                         if(SpectateNext()) {
2119                                 self.classname = "spectator";
2120                         } else {
2121                                 self.classname = "observer";
2122                                 PutClientInServer();
2123                         }
2124                         self.impulse = 0;
2125                 } else if(self.impulse == 12 || self.impulse == 16  || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
2126                         self.flags &= ~FL_JUMPRELEASED;
2127                         if(SpectatePrev()) {
2128                                 self.classname = "spectator";
2129                         } else {
2130                                 self.classname = "observer";
2131                                 PutClientInServer();
2132                         }
2133                         self.impulse = 0;
2134                 } else if (self.BUTTON_ATCK2) {
2135                         self.flags &= ~FL_JUMPRELEASED;
2136                         self.classname = "observer";
2137                         PutClientInServer();
2138                 } else {
2139                         if(!SpectateUpdate())
2140                                 PutObserverInServer();
2141                 }
2142         } else {
2143                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2144                         self.flags |= FL_JUMPRELEASED;
2145                         if(self.flags & FL_SPAWNING)
2146                         {
2147                                 self.flags &= ~FL_SPAWNING;
2148                                 LeaveSpectatorMode();
2149                                 return;
2150                         }
2151                 }
2152                 if(!SpectateUpdate())
2153                         PutObserverInServer();
2154         }
2155
2156         self.flags |= FL_CLIENT | FL_NOTARGET;
2157 }
2158
2159 void PlayerUseKey()
2160 {
2161         if (!IS_PLAYER(self))
2162                 return;
2163
2164         if(self.vehicle)
2165         {
2166         vehicles_exit(VHEF_NORMAL);
2167         return;
2168         }
2169
2170         // a use key was pressed; call handlers
2171         MUTATOR_CALLHOOK(PlayerUseKey);
2172 }
2173
2174 float isInvisibleString(string s)
2175 {
2176         float i, n, c;
2177         s = strdecolorize(s);
2178         for((i = 0), (n = strlen(s)); i < n; ++i)
2179         {
2180                 c = str2chr(s, i);
2181                 switch(c)
2182                 {
2183                         case 0:
2184                         case 32: // space
2185                                 break;
2186                         case 192: // charmap space
2187                                 if (!autocvar_utf8_enable)
2188                                         break;
2189                                 return false;
2190                         case 160: // space in unicode fonts
2191                         case 0xE000 + 192: // utf8 charmap space
2192                                 if (autocvar_utf8_enable)
2193                                         break;
2194                         default:
2195                                 return false;
2196                 }
2197         }
2198         return true;
2199 }
2200
2201 /*
2202 =============
2203 PlayerPreThink
2204
2205 Called every frame for each client before the physics are run
2206 =============
2207 */
2208 .float usekeypressed;
2209 void() nexball_setstatus;
2210 .float items_added;
2211 void PlayerPreThink (void)
2212 {
2213         WarpZone_PlayerPhysics_FixVAngle();
2214
2215         self.stat_game_starttime = game_starttime;
2216         self.stat_round_starttime = round_starttime;
2217         self.stat_allow_oldvortexbeam = autocvar_g_allow_oldvortexbeam;
2218         self.stat_leadlimit = autocvar_leadlimit;
2219
2220         if(frametime)
2221         {
2222                 // physics frames: update anticheat stuff
2223                 anticheat_prethink();
2224         }
2225
2226         if(blockSpectators && frametime)
2227                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2228                 checkSpectatorBlock();
2229
2230         zoomstate_set = 0;
2231
2232         // Savage: Check for nameless players
2233         if (isInvisibleString(self.netname)) {
2234                 string new_name = strzone(strcat("Player@", self.netaddress));
2235                 if(autocvar_sv_eventlog)
2236                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", new_name));
2237                 if(self.netname_previous)
2238                         strunzone(self.netname_previous);
2239                 self.netname_previous = strzone(new_name);
2240                 self.netname = self.netname_previous;
2241                 // stuffcmd(self, strcat("name ", self.netname, "\n"));
2242         } else if(self.netname_previous != self.netname) {
2243                 if(autocvar_sv_eventlog)
2244                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2245                 if(self.netname_previous)
2246                         strunzone(self.netname_previous);
2247                 self.netname_previous = strzone(self.netname);
2248         }
2249
2250         // version nagging
2251         if(self.version_nagtime)
2252                 if(self.cvar_g_xonoticversion)
2253                         if(time > self.version_nagtime)
2254                         {
2255                                 // don't notify git users
2256                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2257                                 {
2258                                         if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2259                                         {
2260                                                 // notify release users if connecting to git
2261                                                 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2262                                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2263                                         }
2264                                         else
2265                                         {
2266                                                 float r;
2267                                                 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2268                                                 if(r < 0)
2269                                                 {
2270                                                         // give users new version
2271                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - ^3Xonotic ", autocvar_g_xonoticversion, "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.org/^1!\n");
2272                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2273                                                 }
2274                                                 else if(r > 0)
2275                                                 {
2276                                                         // notify users about old server version
2277                                                         print("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2278                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2279                                                 }
2280                                         }
2281                                 }
2282                                 self.version_nagtime = 0;
2283                         }
2284
2285         // GOD MODE info
2286         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2287         {
2288                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2289                 self.max_armorvalue = 0;
2290         }
2291
2292 #ifdef TETRIS
2293         if (TetrisPreFrame())
2294                 return;
2295 #endif
2296
2297         if(self.frozen == 2)
2298         {
2299                 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
2300                 self.health = max(1, self.revive_progress * start_health);
2301                 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
2302
2303                 if(self.revive_progress >= 1)
2304                         Unfreeze(self);
2305         }
2306         else if(self.frozen == 3)
2307         {
2308                 self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1);
2309                 self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress );
2310                 
2311                 if(self.health < 1)
2312                 {
2313                         if(self.vehicle)
2314                                 vehicles_exit(VHEF_RELESE);
2315                         self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE, self.origin, '0 0 0');
2316                 }
2317                 else if ( self.revive_progress <= 0 )
2318                         Unfreeze(self);
2319         }
2320
2321         MUTATOR_CALLHOOK(PlayerPreThink);
2322
2323         if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2324         {
2325                 if(self.BUTTON_USE && !self.usekeypressed)
2326                         PlayerUseKey();
2327                 self.usekeypressed = self.BUTTON_USE;
2328         }
2329
2330         if(IS_REAL_CLIENT(self))
2331                 PrintWelcomeMessage();
2332
2333         if(IS_PLAYER(self))
2334         {
2335
2336                 CheckRules_Player();
2337
2338                 if (intermission_running)
2339                 {
2340                         IntermissionThink ();   // otherwise a button could be missed between
2341                         return;                                 // the think tics
2342                 }
2343
2344                 //don't allow the player to turn around while game is paused!
2345                 if(timeout_status == TIMEOUT_ACTIVE) {
2346                         // FIXME turn this into CSQC stuff
2347                         self.v_angle = self.lastV_angle;
2348                         self.angles = self.lastV_angle;
2349                         self.fixangle = true;
2350                 }
2351
2352                 if(frametime)
2353                 {
2354                         if(self.weapon == WEP_VORTEX && WEP_CVAR(vortex, charge))
2355                         {
2356                                 self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.vortex_charge / WEP_CVAR(vortex, charge_animlimit));
2357                                 self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.vortex_charge / WEP_CVAR(vortex, charge_animlimit));
2358                                 self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.vortex_charge / WEP_CVAR(vortex, charge_animlimit));
2359
2360                                 if(self.vortex_charge > WEP_CVAR(vortex, charge_animlimit))
2361                                 {
2362                                         self.weaponentity_glowmod_x = self.weaponentity_glowmod.x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.vortex_charge - WEP_CVAR(vortex, charge_animlimit)) / (1 - WEP_CVAR(vortex, charge_animlimit));
2363                                         self.weaponentity_glowmod_y = self.weaponentity_glowmod.y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.vortex_charge - WEP_CVAR(vortex, charge_animlimit)) / (1 - WEP_CVAR(vortex, charge_animlimit));
2364                                         self.weaponentity_glowmod_z = self.weaponentity_glowmod.z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.vortex_charge - WEP_CVAR(vortex, charge_animlimit)) / (1 - WEP_CVAR(vortex, charge_animlimit));
2365                                 }
2366                         }
2367                         else
2368                                 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, true) * 2;
2369
2370                         player_powerups();
2371                 }
2372
2373                 if (self.deadflag != DEAD_NO)
2374                 {
2375                         if(self.personal && g_race_qualifying)
2376                         {
2377                                 if(time > self.respawn_time)
2378                                 {
2379                                         self.respawn_time = time + 1; // only retry once a second
2380                                         self.stat_respawn_time = self.respawn_time;
2381                                         respawn();
2382                                         self.impulse = 141;
2383                                 }
2384                         }
2385                         else
2386                         {
2387                                 float button_pressed;
2388                                 if(frametime)
2389                                         player_anim();
2390                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2391
2392                                 if (self.deadflag == DEAD_DYING)
2393                                 {
2394                                         if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2395                                                 self.deadflag = DEAD_RESPAWNING;
2396                                         else if(!button_pressed)
2397                                                 self.deadflag = DEAD_DEAD;
2398                                 }
2399                                 else if (self.deadflag == DEAD_DEAD)
2400                                 {
2401                                         if(button_pressed)
2402                                                 self.deadflag = DEAD_RESPAWNABLE;
2403                                         else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2404                                                 self.deadflag = DEAD_RESPAWNING;
2405                                 }
2406                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2407                                 {
2408                                         if(!button_pressed)
2409                                                 self.deadflag = DEAD_RESPAWNING;
2410                                 }
2411                                 else if (self.deadflag == DEAD_RESPAWNING)
2412                                 {
2413                                         if(time > self.respawn_time)
2414                                         {
2415                                                 self.respawn_time = time + 1; // only retry once a second
2416                                                 self.respawn_time_max = self.respawn_time;
2417                                                 respawn();
2418                                         }
2419                                 }
2420
2421                                 ShowRespawnCountdown();
2422
2423                                 if(self.respawn_flags & RESPAWN_SILENT)
2424                                         self.stat_respawn_time = 0;
2425                                 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2426                                         self.stat_respawn_time = self.respawn_time_max;
2427                                 else
2428                                         self.stat_respawn_time = self.respawn_time;
2429                         }
2430
2431                         // if respawning, invert stat_respawn_time to indicate this, the client translates it
2432                         if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2433                                 self.stat_respawn_time *= -1;
2434
2435                         return;
2436                 }
2437
2438                 self.prevorigin = self.origin;
2439
2440                 float do_crouch = self.BUTTON_CROUCH;
2441                 if(self.hook.state)
2442                         do_crouch = 0;
2443                 if(self.vehicle)
2444                         do_crouch = 0;
2445                 if(self.frozen)
2446                         do_crouch = 0;
2447
2448                 // WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
2449                 // It cannot be predicted by the engine! 
2450                 if((self.weapon == WEP_SHOCKWAVE || self.weapon == WEP_SHOTGUN) && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2451                         do_crouch = 0;
2452
2453                 if (do_crouch)
2454                 {
2455                         if (!self.crouch)
2456                         {
2457                                 self.crouch = true;
2458                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2459                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2460                                 // setanim(self, self.anim_duck, false, true, true); // this anim is BROKEN anyway
2461                         }
2462                 }
2463                 else
2464                 {
2465                         if (self.crouch)
2466                         {
2467                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, false, self);
2468                                 if (!trace_startsolid)
2469                                 {
2470                                         self.crouch = false;
2471                                         self.view_ofs = PL_VIEW_OFS;
2472                                         setsize (self, PL_MIN, PL_MAX);
2473                                 }
2474                         }
2475                 }
2476
2477                 FixPlayermodel();
2478
2479                 GrapplingHookFrame();
2480
2481                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2482                 //if(frametime)
2483                 {
2484                         self.items &= ~self.items_added;
2485
2486                         W_WeaponFrame();
2487
2488                         self.items_added = 0;
2489                         if(self.items & IT_JETPACK)
2490                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2491                                         self.items_added |= IT_FUEL;
2492
2493                         self.items |= self.items_added;
2494                 }
2495
2496                 player_regen();
2497
2498                 // WEAPONTODO: Add a weapon request for this 
2499                 // rot vortex charge to the charge limit
2500                 if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
2501                         self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2502
2503                 if(frametime)
2504                         player_anim();
2505
2506                 // secret status
2507                 secrets_setstatus();
2508
2509                 // monsters status
2510                 monsters_setstatus();
2511
2512                 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2513
2514                 //self.angles_y=self.v_angle_y + 90;   // temp
2515         } else if(gameover) {
2516                 if (intermission_running)
2517                         IntermissionThink ();   // otherwise a button could be missed between
2518                 return;
2519         } else if(IS_OBSERVER(self)) {
2520                 ObserverThink();
2521         } else if(IS_SPEC(self)) {
2522                 SpectatorThink();
2523         }
2524
2525         // WEAPONTODO: Add weapon request for this
2526         if(!zoomstate_set)
2527                 SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_VORTEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_RIFLE && WEP_CVAR(rifle, secondary) == 0)); // WEAPONTODO
2528
2529         float oldspectatee_status;
2530         oldspectatee_status = self.spectatee_status;
2531         if(IS_SPEC(self))
2532                 self.spectatee_status = num_for_edict(self.enemy);
2533         else if(IS_OBSERVER(self))
2534                 self.spectatee_status = num_for_edict(self);
2535         else
2536                 self.spectatee_status = 0;
2537         if(self.spectatee_status != oldspectatee_status)
2538         {
2539                 ClientData_Touch(self);
2540         }
2541
2542         if(self.teamkill_soundtime)
2543         if(time > self.teamkill_soundtime)
2544         {
2545                 self.teamkill_soundtime = 0;
2546
2547                 entity oldpusher, oldself;
2548
2549                 oldself = self; self = self.teamkill_soundsource;
2550                 oldpusher = self.pusher; self.pusher = oldself;
2551
2552                 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2553
2554                 self.pusher = oldpusher;
2555                 self = oldself;
2556         }
2557
2558         if(self.taunt_soundtime)
2559         if(time > self.taunt_soundtime)
2560         {
2561                 self.taunt_soundtime = 0;
2562                 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2563         }
2564
2565         target_voicescript_next(self);
2566
2567         // WEAPONTODO: Move into weaponsystem somehow
2568         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2569         if(!self.weapon)
2570                 self.clip_load = self.clip_size = 0;
2571 }
2572
2573 /*
2574 =============
2575 PlayerPostThink
2576
2577 Called every frame for each client after the physics are run
2578 =============
2579 */
2580 .float idlekick_lasttimeleft;
2581 void PlayerPostThink (void)
2582 {
2583         if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2584         if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2585         {
2586                 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2587                 {
2588                         if(self.idlekick_lasttimeleft)
2589                         {
2590                                 self.idlekick_lasttimeleft = 0;
2591                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2592                         }
2593                 }
2594                 else
2595                 {
2596                         float timeleft;
2597                         timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2598                         if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2599                         {
2600                                 if(!self.idlekick_lasttimeleft)
2601                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2602                         }
2603                         if(timeleft <= 0)
2604                         {
2605                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2606                                 dropclient(self);
2607                                 return;
2608                         }
2609                         else if(timeleft <= 10)
2610                         {
2611                                 if(timeleft != self.idlekick_lasttimeleft)
2612                                         { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2613                                 self.idlekick_lasttimeleft = timeleft;
2614                         }
2615                 }
2616         }
2617
2618 #ifdef TETRIS
2619         if(self.impulse == 100)
2620                 ImpulseCommands();
2621         if (!TetrisPostFrame())
2622         {
2623 #endif
2624
2625         CheatFrame();
2626
2627         //CheckPlayerJump();
2628
2629         if(IS_PLAYER(self)) {
2630                 CheckRules_Player();
2631                 UpdateChatBubble();
2632                 if (self.impulse)
2633                         ImpulseCommands();
2634                 if (intermission_running)
2635                         return;         // intermission or finale
2636                 GetPressedKeys();
2637         }
2638
2639 #ifdef TETRIS
2640         }
2641 #endif
2642
2643         /*
2644         float i;
2645         for(i = 0; i < 1000; ++i)
2646         {
2647                 vector end;
2648                 end = self.origin + '0 0 1024' + 512 * randomvec();
2649                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2650                 if(trace_fraction < 1)
2651                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2652                 {
2653                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2654                         break;
2655                 }
2656         }
2657         */
2658
2659         if(self.waypointsprite_attachedforcarrier)
2660                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON));
2661
2662         playerdemo_write();
2663
2664         CSQCMODEL_AUTOUPDATE();
2665 }